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The Spiral ..............................................

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Contents

The Labyrinth ...................................... 67
Strands .................................................. 68
Chapter 1: Base Classes ..................................... 2
Chronomancer ....................................... 2 Chapter 9: The Extended Elemental Plane Of
Time .................................................................... 69
Chapter 2: Prestige Classes .............................. 7 Temporal Prime ................................... 69
Temporal Warlock ................................. 7 Strands .................................................. 70
Temporal Mage .................................... 11 The Void ................................................ 70
Timebender ........................................... 14
Temporal Borrower ............................. 17 Chapter 10: Equipment .................................... 72
Variant Classes ..................................... 23 Alchemical Substances ........................ 72
Magical Items ....................................... 72
Chapter 3: New Feats Armor ....................................... 72
Weapons .................................. 73
Chapter 4: New Skills ..................................... 27 Rings ........................................ 74
Rods .......................................... 74
Chapter 5: New Spells .................................... 28 Wondrous Items ..................... 74
Chronomancer/Temporal Mage Spells Minor Artifacts ..................................... 76
.............................................................................. 28 Minor Artifacts ........................ 76
Temporal Warlock Invocations ........... 31 Major Artifacts ........................ 77
Temporal Borrower Formulae ............. 32
Spells ...................................................... 34 Chapter 11: Organizations .............................. 80
Guild Of Timehaven ........................... 80
Chapter 5: Temporal Effects ........................... 53 Order Of Disharmonious Paradox ..... 81
The Change ........................................... 53 Guardians Of The Timeline ................ 81
The Paradox ......................................... 54 Krenim Imperium ................................ 82
The Lords Of Time .............................. 83
Chapter 6: Locations ........................................ 55 Faction Paradox ...................... 84
Illithid Homeworld ............................. 55
Gallifrey ................................................ 55 Chapter 12: New Monsters ............................. 85
Timehaven ............................................ 56 Temporal Stalker ................................. 85
Chronux ................................................ 56 Daleks .................................................... 86
Early Daleks ............................ 87
Chapter 7: Specific NPCS ............................... 58 Middle Daleks ......................... 89
Time Lords ............................................ 58 Special Weapons Daleks .......... 89
The Doctor ............................... 58 Modern Daleks ........................ 89
The Master ............................... 61 Kaleds ....................................... 89
Salyavin .................................... 62 Davros ...................................... 90
Morbius .................................... 62 Paradoxasaur ........................................ 90
Non-Gallifreyans ................................. 64 Reaper .................................................... 90
Me’triniel ................................. 64 Temporal Dog ...................................... 91
Quzzarra .................................. 64 Chronovore ........................................... 92
Trellen Timekeeper ................. 64 Chronovoid ........................................... 93
Eldest Brain ............................. 65 Temporal Glider ................................... 94
Annorax ................................... 65 Void Spider ........................................... 94
Temporal Elemental ............................ 95
Chapter 8: The Vortex ..................................... 66 Time Dimensional ............................... 96
Vortex Navigation ............................... 66 Gallifreyan ............................................ 96
Genius Loci ........................................... 66
Vortex Gates ......................................... 67

1
races with subhuman intellect are almost never
BASE CLASSES found in Chronomancy. Otherwise, there is no
racial tendency.
Other Classes: Chronomancers often branch out
later on, especially those who find it too restrictive.
CHRONOMANCER There are plenty who study normal wizardy,
gaining the spells they’d otherwise not be able to
“Time? Time in an illusion! Lunchtime: doubly so.”
—Ford Prefect attempting to persuade a friend to have. On Faerun, Chronomancers who wish to
have a drink specialize even further have been known to join
with the Red Wizards, and there are rumors of a
Chronomancers are a breed of wizard who are secret Academy for Temporal Magi.
recognized early on as being more intelligent and Role: Chronomancers are usually party leaders,
open to bizarre concepts than their peers. They are knowing more about a given locale and milieu
at first led, then go themselves down a road that than anyone else.
gives them the ability to travel to any plane and
any tine within the plane. Some even wander the BECOMING A CHRONOMANCER
worlds that are beyond Before they can even
a normal Gate spell’s become competent
ability to transport. in their first cantrip
Their field is naturally at the academy, they
restrictive, meaning are approached by an
that there are large established practitioner
sections of the arcane of Temporal Magic.
that the Chronomancer If the young wizard
doesn’t have time to accepts, she becomes
understand, but most the elder’s apprentice,
never regret their focusing on one kind
decision to focus on of magic above all
understanding time others. The magic that
above all else. allows for temporal
Characteristics: manipulation. She is
Chronomancers are given access to spells
simply wizards with a other wizards would
very strict field of study, never find, and even
necessary because the most temporal magi
field is so difficult to have difficulty getting
understand. They have their hands on outside
more spells per day of Timehaven. Most
than the average wizard Chronomancers, in
due to their higher fact, eventually leave
intelligence. They their master in order
are narrow minded, to study in the Library
however, when it comes at Timehaven once
to other kinds of magic, they have enough
and have three opposed understanding to find
spell schools they it and join the Guild. A
choose when they begin. few are recruited by the Guardians prior to this,
Alignment: Understanding the intricacies of and one or two temporally incur their former
temporal manipulation requires strict discipline. mentors and end up in the Order of Disharmony.
However, time itself is quite chaotic. Any Lone Chronomancers, secret and reclusive, were
alignment will do for a Chronomancer, and that once the norm. Now that the three major factions
alignment often dictates their faction later on. have risen, unity is considered the only means of
Religion: Gods of time exist, but being of the safety. A Chronomancer who travels alone and
wizardly persuasion, most Chronomancers stay without any affiliation rarely survives to gain the
out of the divine. power necessary to back the decision.
Races: Due to the strict intelligence requirement,

2
components to fail.

Spells: A chronomancer casts arcane spells


Entry Requirements
which are drawn from the sorcerer/wizard spell
Chronomancers are one of the few base classes with
a prerequisite. Great intelligence and wisdom are list, as well as the temporal mage spell list. A
necessary even to begin to understand the subtleties of chronomancer must choose and prepare her spells
chronomancy. ahead of time (see below).
Ability scores: Int 18, Wis 16 To learn, prepare, or cast a spell, the chronomancer
must have an Intelligence score equal to at least 16
GAME RULE INFORMATION + the spell level. The Difficulty Class for a saving
Chronomancers have the following game statistics. throw against a chronomancer ‘s spell is 16 + the
Abilities: Intelligence determines how many spell level + the wizard’s Intelligence modifier.
spells the Chronomancer can cast per day and Like other spellcasters, a chronomancer can cast
spells known. Wisdom only a certain
determines how well number of spells
the Chronomancer of each spell
can navigate the level per day.
timestream. Her base daily
Alignment: Any. spell allotment
Hit Die: d4. is given on
Table: The
Chronomancer.
CLASS SKILLS In addition, she
The chronomancer’s receives bonus
class skills (and the key spells per day if
ability for each skill) are she has a high
Concentration (Con), Intelligence
Craft (Int), Decipher score, and an
Script (Int), Knowledge extra spell slot
(all skills, taken in each level
individually, including that can only
temporal science and be filled by a
future history but chronomancy
excluding psionics) spell.
(Int), Profession (Wis), Unlike a bard
Spellcraft (Int) or sorcerer, a
Class Features chronomancer
may know any
CLASS FEATURES number of spells.
All of the following She must choose
are class features of and prepare her
the chronomancer. spells ahead of
Chronomancy offers time by getting
powers normal wizards, a good night’s
even those who later sleep and
become temporal magi, will never have, but at a spending 1 hour studying her spellbook. While
great cost. As well, the advanced knowledged studying, the chronomancer decides which spells
gained from intensive study makes the temporal to prepare.
nature of her spells all the more potent.
Prohibited spell schools: The chronomancer’s
Weapon and Armor Proficiency: Chronomancers intense study tends to block out the study of other
are proficient with the dagger, light crossbow, magic, and so when the chronomancer begins,
handgun, blaster and quarterstaff, but not with she must decide on three schools that she cannot
any type of armor or shield. Armor of any type learn spells in outside of those given to her by her
interferes with a chronomancers’s movements, temporal study. In addition, she has a -10 penalty
which can cause her spells with somatic to all throws opposing a spell from those three

3
schools. However, she also gains a +5 against all A character with more than one class that grants a
temporal spells. familiar may have only one familiar at a time.

Bonus Languages: A wizard may substitute Scribe Scroll: At 1st level, a chronomancer gains
Draconic for one of the bonus languages available Scribe Scroll as a bonus feat.
to the character because of her race, and may make
a Knowledge check to become fluent in past and Spellbooks: A chronomancer must study her
future dialects of a language known. spellbook each day to prepare her spells. She
cannot prepare any spell not recorded in her
Familiar: A chronomancer can obtain a familiar spellbook, except for read magic, which all
(see below). Doing so takes 24 hours and uses up chronomancer can prepare from memory.
magical materials
that cost 100 gp. A chronomancer
A familiar is a begins play
magical beast with a spellbook
that resembles containing all
a small animal 0-level wizard
and is unusually and temporal
tough and mage spells
intelligent. The (except those
creature serves as from her
a companion and prohibited
servant. schools) plus
three 1st-level
The spells of your
chronomancer choice. For
chooses the each point of
kind of familiar Intelligence
she gets. As the bonus the
chronomancer chronomancer
wizard advances has, the
in level, her spellbook holds
familiar also one additional
increases in 1st-level spell
power. of your choice.
At each new
If the familiar chronomancer
dies or is level, she gains
dismissed by the two new spells
chronomancer, of any spell level
the or levels that she
chronomancer can cast (based
must attempt a on her new
DC 15 Fortitude wizard level) for
saving throw. her spellbook
Failure means and one
she loses 200 experience points per wizard level; extra for temporal magic alone. At any time, a
success reduces the loss to one-half that amount. chronomancer can also add spells found in other
However, a chronomancer ‘s experience point total spellbooks to her own.
can never go below 0 as the result of a familiar’s
demise or dismissal. A slain or dismissed familiar Paradox resistance: At first level, a chronomancer
cannot be replaced for a year and day. A slain gains the ability to choose whether or not to be
familiar can be raised from the dead just as a subsumed into a paradox not specifically aimed at
character can be, and it does not lose a level or a him/her. This grants the chronomancer the ability
Constitution point when this happy event occurs. to disappear from all memory or retain his ties
to the world without losing any memory of how

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the timeline was before the change. This does not chronomancer’s are allowed familiars. Unlike
confer immunity from a paradox aimed directly at other spellcasters, chronomancer’s are allowed a
the chronomancer, but it does give immunity to a familiar that may not exist in the chronomancer’s
paradox caused by the chronomancer. home milieu. Otherwise, all other familiar abilities
may be taken as if they were a wizard’s familiar.
Vortex escape route(ex): At third level, a
chronomancer can open a hole into the Vortex. PLAYING A CHRONOMANCER
This does not confer damage resistance from the Since you have studied temporal manipulation for
Vortex energies nor any ability to navigate. In most of your life, you lack many of the weaknesses
short, it provides the mage with a very risky means of others who come into it later on, and enhance
of exit few would try to follow. many of their strengths. You are not mad like the
warlocks and have far greater control than the
Vortex resistance: At fifth level, a chronomancer temporal magi. In short, the flow of time is what
gains resistance 10 against Vortex energies. This you know and you know it better than anyone.
increases to 20 at Others may doubt
level ten, 30 at level your reasons, but
15 and 40 at level whatever you do
20. later in life, it was a
thirst for knowledge
Vortex navigation: that made you a
At sixth level, a chronomancer at first.
chronomancer
gains the ability
Combat
to choose an
When a
approximate time
chronomancer
and
chooses to fight,
place of exit from
she doesn’t bother
the Vortex. At
with flashy displays,
level twelve, this
but instead relies
ability becomes
on her knowledge
precise to whatever
of temporal
degree the
manipulation to
chronomancer
create complex
desires.
strategies intended
to rob her opponent
Timecraft: At
of the ability to
eighth level, a
fight back while
chronomancer
augmenting
gains greater
herself with extra
understanding
opportunities.
of how one event
Depending on her
is connected
preference, she
to all events in
may even decide to
the past and
stop the fight from ever happening by killing her
future. This gives the mage paradoxsense up to
opponent in their sleep the day before. Those that
50 miles/500 years, +10 to knowledge(temporal
eschew paradoxes tend to give themselves extra
science) and gives the mage another +10 to rolls
time, often siphoned from the opponent. Thus they
when attempting to create a stable paradox. This
lose the ability to fight while the chronomancer can
increases to 100/1000 and +15 at level 16 and
now use the extra time to pound her opponent all
200/10,000 and +20 at level 20.
the harder. If the opponent is strong enough and
the chronomancer has the opportunity, she might
decide to simply erase the offender from causality,
while either doing the most or least amount of
damage to the timestream while she’s at it.
FAMILIARS
Like many other spellcasting classes, Resources

5
Chronomancers by their nature have vast resources Organization
to draw on once they are established. Beginners Since chronomancers are nearly universally
have masters who are likely to be able to answer distrusted outside of the havens, these characters
any question they have and to protect them. keep to themselves. The isolation that would
Once out on their own, they usually join a faction be unbearable for most is a blessing to a
and draw on their knowledge and their bases chronomancer, who would prefer to continue
throughout the multiverse. her study unimpeded. In fact, for historian and

91
guardian chronomancers, being ignored is the best
way of minimizing their effect on the timestream.
CHRONOMANCERS IN THE WORLD Chronomancers are bookish, but tend to believe
“Time is something that must be studied. Even the their judgment to be superior to all those around
seemingly endless causal network can eventually be
mapped and understood. With time, diligence and
them.
ability, there is nothing stopping a resourceful disciple
from being able to pick up a rock at the beginning of a
planet’s history and toppling an empire in the far future.
All things are connected and with vision, all things can
changed.”
— Time’s misdirection The manual of the first Time
Lords

Most chronomancers
whom the PCs
encounter will be well
hidden and unlikely
to volunteer the fact
that they are indeed
capable of temporal
manipulation.
They only identify
themselves to others
like them
and are capable of
hopping back in
time momentarily
to stop the PCs from
ever finding them.
Only in the rarest
circumstances does a
chronomancer allow
themselves to be
found by those who
are not like them, and
only when they need
something that only
the party can give
them. In the cases of
time traveling PCs,
it is important to
realize that if meeting
a chronomancer from
an opposing faction to take all due caution against
being ambushed.

6
Entry Requirements

PRESTIGE Skills: Knowledge (temporal science) 10 ranks, Spellcraft


6 ranks.
Feats: Time-touched

CLASSES Warlock Invocation: Must know two of the following:


utterdark blast, flee the scene, voidsense or Path of Shddow.

90
TEMPORAL WARLOCK CLASS FEATURES
“This thing all things devour. Birds, beasts, trees, The temporal warlock class offers great power
flowers. Gnaws iron, bites steel. Grinds hard stones to at the expense of versatility. This prestige class
meal. Slays kings, ruins town, and beats high mountain presents a focused approach to tap the power of
down.” the Vortex, though often at a grave price. As they
—Gollum, a possible Temporal Warlock advance, these warlocks can access greater uses of
The temporal warlocks are a secretive group of the Vortex, including the ability to infuse magic
specialist warlocks who have mastered time as a items with the power of the Vortex and lash out
weapon and a tool. By tapping into this power, with a temporal surge against any foe that strikes
these characters learn to infuse their eldritch blasts them.
and magic items that they wield with temporal Temporal Blast (Sp): Whenever you use your
energy, protecting them from its bite while eldritch blast ability, you can change your eldritch
forcing others to suffer the effects of aging at an blast into a temporal blast. A temporal blast deals
accelerated rate. By replacing their previously your normal eldritch blast damage plus an extra 2d6
evil energies with that of the Vortex, they hope to points of damage per class level. If your blast hits
separate themselves somewhat from the infernal multiple targets (for example, the eldritch chain or
and abyssal lords they’d previously been beholden eldritch cone blast shape invocations), each target
to. It is unfortunate for them that the Vortex is takes the extra damage. This damage bypasses
almost as cruel as the demons and devils. most damage reduction because it uses energy
from the Vortex, which few creatures can resist.
BECOMING A TEMPORAL WARLOCK Each time you use this ability, you take 1 point of
Prospective temporal warlocks must fulfill strict Wisdom damage. Because the forces behind the
requirements to gain entry to the class, making this power of temporal energy are controlled by your
prestige class exclusive to warlocks. While most will, if you do not have a Wisdom score or are
characters who pursue the temporal warlock class somehow immune to Wisdom damage, you cannot
are otherwise single-class warlocks, multiclass use this ability.
warlocks with wizard levels are also common. Invoking: At each level, you gain new invocations
Multiclass warlock/rogues, warlock/clerics, or known, increased damage with eldritch blast, and
even warlock/fighters are also possible, but entry an increase in invoker level as if you had also
into the prestige class is restricted until higher gained a level in the warlock class. You do not,
levels. however, gain any other benefit a character of that

Table 3–3: The Temporal Warlock


Hit Die: d6
Level Base Attack Fort Ref Will Special Invoking
Bonus Save Save Save
1st +0 +2 +0 +0 Temporal blast +1
+2d6,
Temporal Invocation
2nd +1 +3 +0 +0 Temporal blast +4d6 +1
Vortex infusion
3rd +2 +3 +1 +1 Temporal blast +6d6 +1
Vortex Shield,
Resistance to time
10

Class Skills (2 + Int modifier per level): Concentration, Disguise, Intimidate, Knowledge (arcana, temporal science,
the planes, future history, history), Spellcraft, Use Magic Device.

7
class would have gained. A temporal warlock 10 + 1/2 your character level + your Cha modifier).
also gains access to a specific set of invocations Each time you use this ability, you take 1 point of
otherwise unusable by normal warlocks. Wisdom damage. Because the forces behind the
Resistance to the Vortex 10 (Ex): At 2nd level, you power of temporal energy are controlled by your
gain resistance to the energies of the Vortex 10. will, if you do not have a Wisdom score or are
This resistance stacks with any resistance to the somehow immune to Wisdom damage, you cannot
Vortex you have gained from warlock class levels. use this ability. Also, at a cost of 1 wisdom point
Temporal Infusion (Su): Starting at 2nd level, you per day, the Temporal Shield keeps the warlock
can infuse magic items that you wield with time from aging.
magic. PLAYING A TEMPORAL WARLOCK
Whenever you use You walk a
a charged magic dangerous path.
item (such as a Each use of the
wand or a staff ), Vortex brings
you can apply one you ever closer to
of the following death. You must
metamagic effects be vigilant in your
to your next use of resolve and resist
the item: empower, using this terrible
enlarge, widen, or magic recklessly.
energy substitution. Since you wield
These effects the power of time
work just like the itself, others are
metamagic feats of suspicious at best
the same name (the and downright
Energy Substitution hostile at worst.
feat is described on They fail to
page 79 of Complete understand why
Arcane). Using you would use such
temporal infusion power willingly
is a swift action. and how you can
You can use this resist its allure.
ability a number of
Combat
times per day equal
Using the abilities
to your Charisma
granted by this
modifier (minimum
prestige class
one). When you
carries dangerous
infuse an item with
consequences. The
Vortex energy, it
Wisdom damage
glows briefly with
that results from
Gallifreyan symbols
the use of your
that are disturbing
powers can be
to look upon.
healed, and many
Temporal Shield
temporal warlocks
(Sp): Starting at 3rd
carry wands of
level, you can call
lesser restoration to
up Vortex energy to
compensate for the
surround yourself
draining nature of their power. However, while
with a protective barrier.
you are so weakened, your mind is open to outside
Whenever someone directs a melee attack against
interference, so be wary of mind control when
you, you can, as an immediate action, aim a blast
using your powers.
of time magic at that creature. This blast deals
damage equal to your eldritch blast (including
Advancement
Temporal warlocks enter this class after being
bonus damage from the temporal blast ability). This
exposed to some intertemporal agency. Witnessing
blast automatically strikes the target, which can
the power inherent in the Vortex creates a strong
attempt a Reflex saving throw for half damage (DC
attraction many find too strong to resist. It’s

8
possible you were one of these types, or maybe you their morality, and in time, most succumb to
stumbled across the Vortex while experimenting the darkness blooming within them. Temporal
with a time machine. Once you take your first level warlocks are jealous and petty, and prone to
in this class, it’s best to invest in the Use Magic fits of judgment of those who are not capable of
Device skill so you can easily use items that heal seeing time unfold as they can. They see others
the Wisdom damage that you take. who practice their dark art as threats to their
Resources prominence and power, so these characters are
Temporal warlocks lack any formal community, swift to destroy their rivals.
since they are often loners by nature, sequestering Some temporal warlocks create infernal cults,
themselves away to further study and refine their believing that through the use of timelocked
techniques. Renegade Time Lords and other servants, they can increase their knowledge and
meddlers may target you and your colleagues with skill.
promises of assistance, magic, and even combat Temporal warlocks act as guardians and enforcers
support. Their motives are clear, but they offer as well as commanders in such organizations,
great valued for their combat
power and often compelling capabilities and their ability
reasons to join them. to change the outcomes
of battles without locking
91 themselves into a paradox.
NPC Reactions
TEMPORTAL Even those temporal
WARLOCKS warlocks who shy away
IN THE WORLD from evil in the face of such
“When the Vortex was first wickedness meet
detected, many spoke, saying scorn and derision in the
that the Vortex itself should fuel world. Warlocks are
time travel. In their wisdom, generally not trusted, and
the founders knew this should those who willingly
not be. There was more to the use the tools of chaos for any
Vortex than the people knew and reason are tantamount to
to travel through it required the the fiends themselves in the
traveler to be independent, lest minds of most folk. Hence,
that traveler experience all of most temporal warlocks
time and space simultaneously. conceal their natures, using
Thus was the use of Vortex their Vortex powers only
energy proscribed and shields when forced.
placed around all capsules. So long as a temporal
Praise the will of Rassilon.” warlock maintains her
— Time’s misdirection The anonymity, she fi nds
manual of the first Time others are indifferent. Those
Lords who become aware of her
capabilities immediately
Most temporal warlocks become unfriendly, seeing
whom the PCs encounter have likely already her as a menace. This
succumbed to the temptations of evil. Usually they animosity extends even to evil creatures, which
use their powers to further their own ends through are often unsure what to make of such a curious
the use of their ability to nail themselves to character—or see her as a rival to be destroyed.
causality and change the timeline to fit their ideal TEMPORAL WARLOCK LORE
of how the cosmos ought to be. Only in the rarest Characters with ranks in Knowledge (the planes)
circumstances does a temporal warlock resist these or Knowledge(temporal science) can research
temptations and use her power to advance the temporal warlocks to learn more about them.
cause of keeping the timeline from being altered. When a character succeeds on a skill check,
Organization the following lore is revealed, including the
Since temporal warlocks are nearly universally information from lower DCs.
feared, these characters keep to themselves. DC 10: Temporal warlocks use the energies of the
Their isolation pushes them to test the limits of Vortex to power their abilities.

9
DC 15: The Vortex is a cruel mistress, weakening
those who court her.
DC 20: Though use of time travel to change history
is itselfs anathema to good, not all who wield it
are evil. Some manage to temper the corrupting
effects with a strong will and steadfast resolve. The
mightiest among them even bend the Vortex to
serve the forces of good.
Temporal warlocks are reclusive. They refrain
from revealing themselves to the public, lurking
at the fringes of society or behind a screen of
deception and misdirection and only emerging
when circumstances demand it. Player characters
trying to locate a temporal warlock need to succeed
on a DC 25 Gather Information check. If a PC looks
for a temporal warlock in a community whose
alignment is predominantly chaotic, he gains a +2
circumstance
bonus on the check.
TEMPORAL WARLOCKS
IN THE GAME
A temporal warlock is not a natural extension
of the warlock class. It requires an independent
personality and a willingness to risk great harm in
order to gain that independence.
Temporal warlocks are particularly attractive to
players who enjoy playing antiheroes.
This prestige class grants access
to otherwise forbidden abilities. This class is also
specifically intended for the warlock class, enabling
you to expand this potent class in new directions.

10
Special: Must have participated in and survived at
least one attempt to alter the flow of time
TEMPORAL MAGE
“I had nothing to do with that...”
—The Doctor
Many of those arcanists who study magic to its Class Skills
greatest depths recognize that time is often the The temporal mage’s class skills (and the
most important limit to their abilities. Some few key ability for each skill) are Appraise (Int),
spells they research may hold tantalizing hints at Concentration (Con), Craft (Int), Knowledge
a more fluid approach to time in which it can be (arcana) (Int), Knowledge(temporal science),
frozen, forced to flow backwards or accelerated. Spellcraft (Int), and Use magic device(cha).
There are precious few mentions of this in any Skill Points at Each Level: 2 + Int modifi er.
tome, whether from the most ancient empires or
the modern era. The reason for this is not because
temporal manipulation is especially difficult Class Features
compared to traveling the planes or reversing All the following are class features of the temporal
gravity, but because of what a mage learns when mage prestige class.
he finally tracks down that one volume that wasn’t Weapon and Armor Proficiency: Temporal magi
destroyed. gain no proficiency with any weapon or armor.
A temporal mage is perhaps the most dangerous of Spells per Day/Spells Known: At each level a
the spellcasting specializations. The ability to not temporal mage gains new spells per day
only manipulate time but to also become immune (and spells known, if applicable) as if he had also
to changes in the timeline gives the temporal mage gained a level in a spellcasting class to which he
the ability to sidestep what would otherwise be a belonged before adding the prestige class level.
plethora of paradoxical possibilities. That doesn’t He does not, however, gain any other benefi
mean the temporal mage still might not cause a t a character of that class would have gained
universe-shattering contradiction. It’s just that (improved chance of turning or destroying undead,
his predecessors made sure it was as unlikely as a bonus feat, and so on). If he had more than one
possible. spellcasting class before becoming a temporal
mage, he must decide to which class to add each
Requirements level for the purpose of determining spells per day
and spells known.
To qualify to become a temporal mage, a character
must fulfill all the following criteria. In addition, a temporal mage gains access to the
Skills: Knowledge (arcana) 15 ranks, temporal mage spell list, but those that prepare
Knowledge(Temporal science) 5 ranks. their spells –like wizards- cannot choose to gain
Spells: Able to cast 7th-level arcane spells, spells from that list at level gain. This grants
including at least one time-based spell of 5th the temporal mage the ability to understand a
chronomancer’s spellbook if found, but only then.
level or higher.
Spontaneous spellcasters like sorcerers may gain
Feats: Timetouched
Table 3–4: The Temporal Mage
Hit Die: d4
Level Base Fort Ref Will Special Spellcasting Class
Attack Save Save Save
Bonus
1st +0 +0 +0 +2 Paradox Resistance, +1
Access to Temporal
Spells
2nd +0 +0 +0 +2 Vortex Escape Route +1
3rd +1 +0 +1 +3 Vortex Resistance/10 +1
4th
+1 +1 +1 +3 Vortex Navigation +1
5th +2 +1 +1 +4 Vortex +1
Resistance/20,
Timecraft

Class Skills (2 + Int modifier per level): Concentration (Con), Craft (alchemy) (Int), Knowledge (all skills taken
individually) (Int), Profession (Wis), Search (Int), and Spellcraft (Int)..

11
spells from the list, but only one per mage level by righting all wrongs before they can be made. But
and only if they have an intelligence of 16+the Rassilon said unto them, “Evil is a universal constant
spell’s level. and light may not exist without darkness. We may right
Paradox resistance: At first level, a temporal mage all the wrongs we see before us, but for every change we
gains the ability to choose whether or not to be make, another thing will require changing.’ And so the
subsumed into a paradox not specifically aimed at Capsules that once traveled the universe of time were
him/her. This grants the temporal mage the ability recalled back to the Citadel of Time Lords, and few were
to disappear from all memory or retain his ties ever launched again.”
to the world without losing any memory of how — Time’s misdirection The manual of the first Time
the timeline was before the change. This does not Lords
confer immunity from a paradox aimed directly at
the temporal mage, but it does give immunity to a Most temporal magi whom the PCs encounter are
paradox caused by the temporal mage. devout interventionalists. Usually they use their
Vortex escape route(ex): At second level, a temporal powers to further their own ends or their ideals
mage can open a hole into the Vortex. This does of justice by the use of a mixture of time magic
not confer and the powers
damage and items they
resistance from have found in
the Vortex their travels
energies nor through time.
any ability to Only in the rarest
navigate. In circumstances
short, it provides does a temporal
the mage resist these
mage with a very temptations and
risky means of use her power
exit few would to advance the
try to follow. cause of keeping
Vortex resistance: the timeline
At third level, a from being
temporal mage altered. Even
gains resistance when attempting
10 against Vortex to keep the
energies. This alterations from
increases to 20 at occurring, a
fifth. temporal mage
Vortex navigation: may find that
At fourth level, they are forced
a temporal mage to make minor
gains the ability changes to keep
to choose an a larger change
approximate time from occurring.
and Then they find that the first change begets
place of exit from the Vortex. further changes until they must either accept
Timecraft: At fifth level, a temporal mage gains interventional methods or retire entirely from the
greater understanding of how one event is discipline.
connected to all events in the past and future. This
gives the mage paradoxsense up to 50 miles/500 Organization
years, +10 to knowledge(temporal science) Temporal magi are rarely found together outside
and gives the mage another +10 to rolls when of the faction havens. Their rarity is born by their
attempting to create a stable paradox. fear that they’d train someone who would cause
untold damage to the timeline. Because of this
TEMPORTAL MAGI rarity, and the vastness of time, it is unlikely for a
IN THE WORLD temporal mage to meet another of his kind outside
“And so it came to pass that the multitudes said unto of the timehavens. The breadth of their differing
Rassilon, ‘Let us go forth and make the universe better beliefs usually leads to conflict in how a problem

12
is to be solved, and most choose to avoid these
confrontations by timeshifting as soon as they see
another of their kind. It also cuts down on the
chance that the person they’re about to meet is one
or more temporal steps ahead. There’s nothing
more embarrassing to a temporal mage than to
take a shot at a competitor only to find that they’ve
blown themselves to kingdom come and have to
unravel time to fix it.

NPC Reactions
A temporal mage rarely finds himself in a position
where he wants an NPC to know what he is. If
discovered, most temporal magi prefer to leave
rather than face the inevitable requests for a better
life from the greedy or desperate and the hate
and scorn of the clerics of orderly deities. Though
usually well known to one another, temporal magi
are cautioned not to allow their abilities to become
well known lest those around them get the wrong –
or perhaps right – idea.

13
to be Timebenders more often because they spend
TIMEBENDER less time linear before being awakened.
“Linearity is overrated. After all, if an effect occurs so Role: Timebenders are often loners, finding that
quickly after a cause that they seem simultaneous, who’s companions are disturbed by the eddies of time
to say that they are not?” that build up around them. The Timebenders
—Kon Tee, Timebender of the Guild have to conscious control over many of the strange
Experienced travelers of time invariably realize effects around them, and so choose seclusion rather
that linear existence is not nearly the ironclad law than trying to explain to their friends what’s going
it seems to be. Most, however, decide to uphold on.
the laws of causality in their daily life. Even
paradoxers tend to shy away from the constant
abuse of non-linear time that the Timebenders
BECOMING A TIMEBENDER
Timebenders can be drawn from any time-aware
enjoy. Timebenders can be found in any faction
class. The majority are actually Deja-Fu monks
and with all kinds of philosophy. One does not
who decided to take their training to a new level.
necessarily need to be chaotic to reject causality
Timebenders sometimes seek more experienced
in the fundamental way a Timebender does, you
members of their class to train with at first, but
simply have to decide
more often than not
that it isn’t even a law,
they find it necessary to
just a habit. One that can
discover their own path
be broken.
to temporal awareness.
Characteristics: When a
There is no way to study
Timebender opens her
Timebending; you can
mind for the first time to
either do it or you cannot.
the possibility that time is
just another variable, and Entry Requirements
one that can be altered, Skills: Knowledge
she begins to gain her (temporal science) 15 ranks,
abilities. Timebenders Wisdom 22.
might be considered Feats: Time-touched,
the psionicists of the Alacrity, Celerity
temporal cosmos. Their
powers are derived GAME RULE
from that awareness,
making them a very
INFORMATION
Timebenders have the
easy class to gain. It is
following game statistics.
important to note that
Abilities: Wisdom is
many timebenders’ first
important to become
encounters with the
a Timebender, and
insignificance of time
in strengthening the
is the result of a mind-
Timebender’s powers.
altering drug, however
Alignment: Any.
after the first awakening,
Hit Die: d6.
this is not required.
Alignment: As previously noted, Timebenders
have no alignment restrictions. Some see their CLASS SKILLS
removal from linearity a rejection of order, while The Timebender’s class skills (and the key ability
others see it simply as realizing that such an order for each skill) are Concentration (Con), Heal(Wis),
never existed. Jump(Dex), Knowledge (all skills, taken
Religion: Timebenders need not be religious, but individually, including temporal science and future
many of them are monks, and so respect the gods history) (Int), Sleight of Hand(Dex), Swim(Dex)
of time. They tend to avoid those that govern
causality, instead opting to worship the gods who CLASS FEATURES
are outside of time. All of the following are class features of the
Races: Due to the strict Wisdom requirement, races Timebender.
with subhuman Wisdom are almost never found Weapon and Armor Proficiency: Timebenders are
as Timebenders. Races with lesser lifespans tend proficient with martial weapons.

14
Suppress Paradox: A timebender’s relationship wisdom modifier.
with time is such that only the most far-reaching of Stillness: At 5th level, the timebender gains the
paradoxes can personally affect them unless they ability to sit perfectly still in one place and allow
choose to be affected. As such, any paradox that time to pass without being affected by it. To a
would otherwise affect the timebender may still do bystander, she appears as a statue, showing no
so, but only with the timebender’s permission. sign of life. However, the timebender must be
Mind Clock: Once a timebender is firmly situated careful not to allow her mind to wander, as she is
in a specific milieu, they always know perfectly vulnerable to an attack while in this state, and will
well what time it is. die if enough damage is done. She will, however,
Insightful attack: At 2nd level, the timebender may survive as long as she remains still.
ignore any miss chance against a concealed target Greater Celerity: At 6th level, a timebender gains
as long as they know the target is in the vicinity. haste, greater as a permanent trait.
Bent time: At 2nd level, the timebender begins to Heart of Paradox: At 6th level, a timebender’s
project an aura of stressed time which causes 1d4 immunity to paradox grows, allowing them to
electrical damage to all nearby(5 ft. shell) creatures extend this ability to their allies and friends. Also,
once per round. This effect cannot be dispelled but they gain +5 permanent hit points every time
it can be negated with a Reflex save(DC 10). At 7th someone attempts to use a paradox against them.
level, this stress begins to wear away at the space Paradoxers think they can become stronger by
around the timebender, causing her to be further paradox, timebenders know.
away from everything and all things to be further Corrupting Touch: At 8th level, the timebender
from her. This imposes a -4 to attack for any attack becomes a focus for temporal eddies. Once every
on the timebender and a -2 for the timebender 1d4 days, something touched by the timebender
herself. will either age into dust or revert to a previous
Toughened: At 4th level, time within the state.
timebender becomes malleable and the timebender Timeless body: At 9th level, the timebender ceases
may isolate sections of her body and slow them to age, cannot be aged magically, and does not die
down. This grants the timebender a +2 to Fortitude of old age.
against poison and +3 hit points. This increases to Suppress time: At 10th level, the timebender can
a +4 and +6 respectively at 7th level. anchor themselves to a specific moment, effectively
Slow motion: At 5th level, the timebender is able casting Time Stop as 17th level sorcerer. This ability
to slow time around herself at a critical moment, lasts 1d4+1 rounds and may be used a number
granting her a +2 bonus to attack rolls, Reflex of times per day equal to her half her wisdom
saves and all dexterity-based skills for 1d4 rounds. modifier rounded down.
Others are aware of the slowed time but cannot
take advantage of it. This ability may be used a
number of times per day equal to the timebender’s

Table 3–5:The Timebender


Hit Die: d6
Level Base Attack Fort Ref Will Special
Bonus Save Save Save
1 st
+0 +2 +0 +2 Suppress Paradox, Mind
Clock
2nd +1 +3 +0 +3 Insightful Attack, Bent Time
3rd +1 +4 +1 +3
4th +2 +4 +1 +4 Toughened
5th +2 +4 +1 +4 Slow Motion, Stillness
6th +3 +5 +2 +5 Greater Celerity, Heart of
Paradox
7th +3 +5 +2 +5 Bent time, Toughened
8th +4 +6 +2 +6 Corrupting touch
9th +4 +6 +3 +6 Timeless Body
10th +5 +7 +3 +7 Suppress Time

Class Skills (2 + Int modifier per level): Concentration (Con), Heal(Wis), Jump(Dex), Knowledge (all skills, taken
individually, including temporal science and future history) (Int), Sleight of Hand(Dex), Swim(Dex)

15
TIMEBENDERS IN THE WORLD
“Though Time is inviolable, there will be some who will
say that it is something that can be shaped, like water
in a river. There is truth to this, just as there is an
ultimate falsity. None may stave off the ravages of time
forever, and any who believe that they are the ultimate
masters of time do not fully understand the scope and
the majesty of that which they claim dominion over.
Even almighty Rassilon must pay his own price for
immortality, just as those who seek it from him must
pay, and those who seek elsewhere. True understanding
of time imparts the ability to affect it even without our
tools and technology, but an even deeper level of mastery
imparts the wisdom of why this power should not be
sought.”
— Time’s misdirection The manual of the first Time
Lords

Most timebenders encountered in the multiverse


are monks or other spirituals who have tried to
achieve a union of their soul with time, and found
that there was nothing to join with. They are often
religious, but also keenly skeptical, since one of
the basic tenets of existence has been disproved in
their eyes. Most will not use their powers lightly,
and are quite apologetic when an ability that is out
of their control causes trouble. It is a burden they
accept along with knowledge that a mind opened
cannot be shut and that though they can turn from
the path of the timebender, they cannot forget what
they have already learned, and so can never be rid
of what it has given them.

Organization
Timebenders are almost never found in groups.
There are few entire orders of Deja-Fu monks, and
even fewer timebenders. Some may be found as
abbots and administrators in a Deja-Fu temple, but
they are the exception. Most are travelers, seeking
greater understanding through travel through the
medium they cannot quite be rid of.

NPC Reactions
NPCs rarely know what to make of timebenders,
even if they knew what a timebender was. Mainly
they tend to consider them a odder kind of monk
and leave them alone. Paradoxers avoid them like
the plague, as do any who value their temporal
stability. This is how the monks like it, as it
protects their quiet lifestyle.

16
for the harm it may cause. They look down on
TEMPORAL BORROWER the Temporal Warlocks for being squeamish,
“There is a reason why breaking a clock is considered and consider themselves the true Warlocks of
bad luck by the brethren, the Guardians and even the time. This is, however, not entirely the case. The
paradoxers. All would be lucky never to find out first Borrowers might wield power similar to the
hand where this superstition began, as it has its roots Warlocks, but since they have no patron, no deity
in the evil times when someone discovered the symbolic of time and not even the Vortex to give them their
link between the mechanical keepers of time, their own powers, they must instead take it by force. They
biological clocks and time itself. Many were turned in burn through their and others’ time, destroying
that time to attempting to devour time themselves, and clocks and threatening the foundation of existence.
all were lost when those unfortunates along with the While they might seem to be good paradoxers,
infidels that first developed this power were purged from they are nothing of the sort. The paradoxers would
time. If any of the brethren ever meet a ‘Borrower’ as destroy the multiverse through twisting time into
they call themselves, impossible shapes;
know that they are the Borrowers
the Devourers of would destroy it
Time, and must simply by turning
be destroyed at all the time in
all costs, for Time the multiverse
cannot stand a new into power to
beginning of their make themselves
domination.” stronger.
—Kon Tee, Characteristics:
Timebender of the Borrowers are
Guild arrogant, careless
people who would
The Temporal much rather be
Borrowers are doing something
perhaps the most more exciting.
feared group of They are travelers
manipulators in with no means of
all of time. They motion, for they
are universally are unwelcome any
reviled, to the place they could
point where they learn it. Some
have been barred may be former
from the Vortex Chronomancers
and not even the or Temporal
Abyss will take Warlocks, and
them. Borrowers though they retain
in their earliest some powers,
training do not others are lost
understand this, completely when
and consider it an they cross from
unfairness that has using time as a tool
been perpetuated by those who fear what they to using it as food. Many are bitter, and all of them
have learned. Those who have advanced in their seek greater power over time.
art to the point of earning their colloquial name of Alignment: Borrowers are usually chaotic or evil,
Devourer of Time understand far better why they finding the laws of time a nuisance and the laws of
are unwelcome in temporal circles, though are no morality unnecessary. All that matters is finding
happier about it. one more clock, one more source of temporal
The Borrowers are the mirror image of the sustenance to bring them that much closer to
Timebenders. They see time as being a physical, perfect temporal control.
real thing that can fuel their power. They lack Religion: No god will take a Borrower and no
discipline and wisdom, preferring to throw the Borrower will worship something as weak and
power they have gained around with no regard ephemeral as a god.

17
Races: The longer the lifespan, the more powerful Some Borrowers will go to great lengths to arouse
the Borrower, so they tend more towards Drow the ire of powerful dark magi in an attempt to
and Dragons than Humans and Gnomes. become Soul Eaters and Life drinkers in order
Role: In the few instances of a Borrower finding to gain the ability to steal the time from another
willing companions, they tend to be the leaders entity. Most are killed outright, but success is not
due to their innate confidence. They also act as unheard of.
siege engines, using their colossal bursts of power
to remove otherwise difficult obstacles, such as Entry Requirements
pesky hills or rivers. Skills: Knowledge (temporal science) 15 ranks, Charisma
20
Feats: Time-touched
BECOMING A TEMPORAL Special: Must be able to either cast 5th level temporal
BORROWER spells or one Greater invocation
Borrowers can be drawn from any class that uses
time as a tool, or those who use great power with GAME RULE INFORMATION
no thought to its price. They are predominately Borrowers have the following game statistics.
Chronomancers who have learned how to use Abilities: Charisma is important both to become
the power of a Borrower and continue to study a Borrower and use their abilities. Wisdom is also
it. Some are Warlocks who wish to take power important later on in order make the Will saves to
rather than be given it. How they come to learn of use more advanced powers.
Temporal Borrowing splits them into two groups, Alignment: Any.
the trained and the discoverers. The trained Hit Die: d10
Borrowers are apprentices of others who have
come before them and are attempting to bring back CLASS SKILLS
the era of the Devourers. The discoverers are those The Borrower’s class skills (and the key ability
who found hints about where the Devourers got for each skill) are Appraise(Int), Bluff(Cha),
their powers from and pieced together the method Concentration (Con), Disguise(Cha),
by which destroying the clock can free the time it Intimidate(Cha), Knowledge (all skills, taken
measured.

Table 3–5:The Borrower


Hit Die: d10
Level Base Fort Ref Will Special Formulae Known
Attack Save Save Save
Bonus
1st +1 +1 +1 +2 Taboo, Chronokinetic 1
Blast(1d6), Generate
Charge, Minor Formula
2nd +1 +2 +1 +3 2
3rd +2 +2 +2 +3 Mark of the 2
Devourer(minor),
Chronokinetic Blast(2d6)
4th +2 +2 +2 +4 Moderate Formula 3

5th +3 +3 +2 +4 Reverse the flow, 4


Chronokinetic Blast(3d6)
6th +3 +4 +3 +5 Mark of the 5
Devourer(moderate)
7th +4 +4 +3 +5 Major Formula, 5
Chronokinetic Blast(4d6)
8th +4 +5 +4 +6 6
9th +5 +6 +4 +6 Mark of the 7
Devourer(major),
Chronokinetic Blast(5d6)
10th +6 +6 +4 +7 7

Class Skills (2 + Int modifier per level): Appraise(Int), Bluff(Cha), Concentration (Con), Disguise(Cha),
Intimidate(Cha), Knowledge (all skills, taken individually, including temporal science and future history) (Int),
Spellcraft(Int), Use Magic Device(Cha)

18
individually, including temporal science and hour.
future history) (Int), Spellcraft(Int), Use Magic Generate Moderate: A moderate charge is
Device(Cha) generated by the destruction of a complex
timekeeper (like an ornamental or case clock). The
CLASS FEATURES Borrower then ages one year.
All of the following are class features of the Generate Major: Major charges are difficult at first
Borrower. to come by. They are created when a time keeping
Weapon and Armor Proficiency: Borrowers gain device that has been running for at least a century
proficiency with light armor. is destroyed, simultaneously aging the Borrower
Taboo: Once a Borrower is firmly situated in a five years.
specific milieu, they always know perfectly well Decompose charge: Each charge can be broken
what time it is, and are compelled to arrive either into ten smaller charges. Thus a moderate is worth
precisely when they should, whether they like it or 10 minor and a major is worth 100 minor. This
not. may only be used to break charges apart; smaller
Chronokinetic Blast: A chronokinetic blast is very charges may not be used to make larger ones.
similar in appearance and use to an eldritch blast. Formulae: Borrower formulae are once again very
It is a ray 60 feet in length that increases in power similar to Warlock invocations. In fact, in all but
as one way they are totally identical. The Borrower
the Borrower must give
does. something
However, the of his own
chronokinetic to cast a
blast also spell. This
attempts to comes in the
siphon time form of the
away from charges. A
the target, minor charge
aging them for a minor
a number of formula,
years equal moderate for
to ½ of the moderate
damage and major
dealt and for major.
generating a Borrower
minor charge formulae are
on each
successful
hit. This has
effects on
the target that depend on their race and current
age. The effect is temporary, however, and fades correspondingly more powerful than Warlock
after 1d10 hours, thus explaining why it can only invocations because the Borrowers are giving
generate minor charges. themselves power rather than begging it off of a
Generate Charge: As previously noted, Borrowers stronger being.
are a kind of Warlock, but without a patron. Minor Mark of the Devourer: At third level, the
Thus they must steal their power in order to cast Borrower begins to better comprehend the might
spells. They generate this temporal energy by and majesty of the old Devourers. They have
simultaneously destroying a clock (symbolizing become so used to generating minor charges that
the measurement of time) and a section of their they can no longer control the process. Small
life (symbolizing the effect of time). This ‘frees’ a clocks fall to pieces in their presence, and even
portion of time, which they store in their bodies as the largest pendulum pauses for a split second as
a charge which is expended when spellcasting. it breaks time into more manageable pieces. A
Generate Minor: To get a minor charge (without Borrower is now considered to have an infinite
blasting someone), the Borrower must destroy a number of minor charges.
small timekeeping device(like a garden sundial). Reverse the flow: Anything attempting to connect
This throws them into a trance which lasts one to the Borrower’s life force in order to drain it must

19
now succeed at an opposed Will save or come up is more likely than seeing a Borrower with any
against the hunger of the budding Devourer the other kind of companion. On occasion groups will
Borrower is becoming. If the creature attempting congregate for a particular purpose, though these
a life drain fails its Will save, the Borrower is then are rare events.
allowed to drain its time, incurring it and gaining a
number of moderate charges equal to the creature’s NPC Reactions
hit dice. If the Borrower has a draining power of How Borrowers are viewed by NPCs can best be
his own, he may initiate an attempt for the purpose described by breaking them into the groups they
of using this power. might interact with.
Moderate Mark of the Devourer: The Borrower Laity: Most people see Borrowers as mere
has gained a deep comprehension of what the nuisances who keep breaking clocks as they pass
Devourers were and wants to be like them. Now by. They are, however, considered valuable
larger clocks begin to self-destruct when the companions for clock makers, though only at a
Borrower passes and clocks that have kept perfect distance. The maker will use the Borrower to check
time for centuries slow and lose seconds as the if his clocks are accurate, and pay the Borrower
Borrower approaches. Moderate charges need no in timepieces. Most wizards find them harmless
longer be generated. because they figure the average Borrower will
Major Mark of the Devourer: The Borrower is now run out of lifespan before they get enough power
worthy of the title Devourer of Time. No clock, no to be dangerous. Those wizards are not aware
mechanism at all, can survive even the presence that a Borrower can, in fact, use charges to restore
of the Borrower. Even the Clockwork Nirvana lifespan as well as spend it making them.
trembles at the touch of the Borrower’s boot. Paradoxers: Tend to react violently to the presence
Not that the Borrower would ever be allowed of a Borrower. They are constantly afraid that the
anywhere near Mechanus now. Major charges Borrower will learn how to consume a paradox,
are no longer a problem to create, for even if the and then the fun’s over. They also consider their
Borrower is wandering the desert, the very sands job an amusing way of sewing chaos while just
slow in their shifting, draining their time into the eating the continuum is considered bad sport.
Borrower. Guild Members: Somewhat embarrassed at having
caused Borrowing in the first place, and so bar any
BORROWERS IN THE WORLD from learning more through access to the Library.
“It has never been conclusively proven that time is They continually try to excise all knowledge of it
a limited commodity. I challenge our detractors to from the common stacks, but always fail.
show evidence that we are doing anything wrong. We Guardians: Summary execution is their way of
are merely asserting our mastery of time. Is that so dealing with Borrowers. The possibility that one
wrong?” would get into Mechanus and take it apart for
— Larok Tinar, a Devourer of the Old Order charge is something they don’t like to think about.
They also make sure that Borrowers do not get into
Borrowers are unwelcome as soon as time-active the Plane of Time.
residents are aware of their presence. This does Time Lords: Imprison them when found, but
not mean that they are homeless. Most places in don’t actively hunt them, as they don’t actively do
the multiverse are time-inactive, and as long as anything.
they restrict their practices to a small area, most The Vortex: The Vortex will not bear a Borrower
travelers are content to avoid them. Borrowers anywhere in time or space. The gates close when a
are perhaps the only people who can unite the Borrower nears and will not open in a Borrower’s
three major time factions, and even bring the presence. Any attempt at entry is rebuked. This
Time Lords into a dispute. Any attempt at entry is because the Vortex fears Borrowers. The one
into Mechanus is rebuked. They cannot travel time an old Devourer got in, the Vortex was nearly
the Vortex, instead being forced to navigate destroyed. It likes Genius Loci that it can control,
Temporal Prime, where their powers are rendered not ones that control it.
inoperable.
MASSIVE AND TRANSCENDENT
Organization
Borrowers are singletons by nature, exchanging CHARGES
notes on how to produce certain effects, but mainly “Why do we refuse to allow the Devourers into Prime?
keeping to themselves. They only respect other Why have so many given their very histories to prevent
Borrowers, however, so seeing more than one it? Because if any Devourer were to gain access to

20
the very essence of Time, we would be undone! They amounts of power from a very hostile holder.
don’t need a clock to release temporal energy if it’s just The first way is to simply got to the Plane of Time
floating around them, do they? Think! What would and try to absorb as much power from the Sands as
you do if a Devourer got into the Plane and took it you can. However, even if you manage to bypass
apart? They’d be a god, and you’d be powerless.” the guards, the forces involved will first alert all
— Me’Triniel on why they defend the gates of watchers at to what you’re doing, leaving you to
Time defend yourself against a regiment of Guardians
and a host of Time Lords. Second, the Sands will
There are two levels of charge above major, but continue to affect you as they always have, with
no formula deals with their use. This because the no chance of success against their effects. It takes
mechanism of creating them is so difficult that few one minute to set up the necessary ritual, and for
Borrowers ever see a single massive charge, must every second you stay, you gain a minor charge.
less a transcendent one. They are made when a Every 10 seconds gives a moderate, 100 seconds
Borrower is able to begin siphoning power from gives a major, 1,000 seconds a massive and 10,000
a source that is seconds nets you a
either charged with single transcendent
colossal amounts charge. This may
of temporal energy, seem like a short
or is pure temporal time, but since you
energy itself. have to maintain
concentration (DC
Massive charge: 25) on this while
Massive charges being attacked
can be created by Time Lords,
either as a Guardians, the
byproduct of a Sands, Temporal
transcendent (see Elementals and
later) or by the everything else
destruction of a that notices
time-active item what’s going on,
of great potential. it is a thoroughly
The entire plane of impractical
Mechanus is worth method.
about fifteen of Not that the
these charges. A alternative is much
temporal Artifact better: Trying to
is worth five and a take it from the
TARDIS is worth Vortex.
one. Spending a First, naturally,
massive charge the Borrower must
can give the user a gain entry into
great many things, the Vortex. This
from 25,000 XP to is difficult enough
a powerful magical since even the
item to a one-way trip through time. It is wise, most rampant open gate will collapse in seconds
however, to have more than one of these if you when a Borrower tries to use it. Only its physical
try to do anything too big, because at the DM’s manifestation in the Prime cannot be retracted
discretion, it may take more than one charge, and quickly enough to avoid hijacking. However,
using one to try to do something that takes more assuming the Borrower has snuck in, things then
will expend the charge and only maybe have a get very interesting.
partial effect. A Massive charge takes a century of Once inside the Vortex, the Borrower is
life to generate. immediately attacked and takes double the normal
Vortex damage. If he survives to initiate a siphon,
Transcendent charge: he gets a minor charge for each of the first sixty
There are only two ways to gain a transcendent seconds (needing to make a Will save of 15 each
charge. Both involve attempting to take vast second), then a moderate for the first sixty minutes

21
(Will save 20 each and losing a year of his life
each time). He gains major charges for the first
twenty-four hours (Will 25, ten years) and then
begins accruing massive charges for each of the
next 367 days (Will 30, one century). If he has
not died or been expelled (missing a Will save
results in the immediate expulsion of the Borrower
from the Vortex into a random spaciotemporal
location. The Vortex tries to steer them towards
deep space or the hearts of stars, but anywhere will
do), then he gains a transcendent charge each year
that he continues to concentrate. Generating a
transcendent charge in this way burns 1,000 years
of lifetime from the Borrower. If the Borrower
survives to generate 100 transcendent charges
(subjectively aging about 100,000 years), then
the Vortex collapses, unable to sustain the level
of energy to continue its existence. In 100d20
millennia, the Vortex re-establishes.

A transcendent charge can instantly gain a level,


increase attribute points by fives, create a new
corridor in the Labyrinth or bring an Artifact to the
user. The 100 charges gained by destroying the
Vortex may be expended simultaneously to raise
the Borrower’s level to 40, with 15 divine ranks.
They become the patron of Borrowers, gaining the
following of every single one as they become the
charge wielder’s clerics, and every clock within a
hundred miles of the Borrowers explodes in a rain
of gears, metal and stone. The Borrower who uses
the charges may even choose to re-establish the
Vortex if he chooses.

22
DRUID VARIANT:
GUARDIAN OF THE TIMELINE MONK VARIANT:
“You can’t rewrite history. Not one line!”
—The Doctor DEJA FU FIGHTING STYLE
The guardian of the timeline channels her druidic “You may think otherwise, but it was me standing
power to allow her to sense and eliminate those who there.”
try to change the natural order of time. This comes —A Deja Fu Monk
at a price, however, since the guardian must give up The deja fu monk concentrates on the shifting and
some of her own sensitivity to biological nature in fluidic nature of time, becoming adept at shifting in
order to sense the nature of time. and out of time and accelerating her reactions and
Class Skills: Add Knowledge(temporal science) to attacks by slowing time around her. This comes at a
the guardians’s list of class skills. Eliminate Handle price of being forced into a rigid pattern of skill gains.
Animal from the guaridan’s list of class skills. Class Skills: Add Knowledge(temporal science)
Class Features to the monk’s list of class skills. Eliminate
The guardian of the timeline has all the standard Knowledge(arcana) and Knowledge(religion) from
druid class features, except as noted below. the monk’s list of class skills.
Animal Companion: A guardian does not gain the Class Features
service of an animal companion unless that The déjà fu monk of the timeline has all the standard
companion is capable of traveling through the Vortex druid class features, except as noted below.
unharmed. Bonus feats: A deja fu monk must take timetouched as
Timetouched: A guardian automatically gains the her 1st level feat, temporal strike at 2nd , Alacrity at 6th
timetouched feat for free at 1st level. and Celerity at 8th.
Time sensitivity: A guardian gains a +10 bonus Deja Fu: A deja fu monk learns how to dodge and
to knowledge(temporal science) when a paradox strike using time as a weapon, gaining a chance
occurs and senses them at a range of 100 miles/1000 to strike an opponent each turn as if flat footed.
years. At tenth level this spans the entire history of The monk makes a knowledge(temporal science)
the planet the guardian is on and at 20th it spans the
universe the guardian is in.
Epic bonus: At level 30, the guardian can sense the
universe of time.
Spontaneous Casting: A guardian cannot channel
stored
spell energy into summoning spells.
Vortex Walk: At 10th level and higher, a guardian no
longer takes damage when traveling in the Vortex
without protection.
Wild Empathy: A guardian of the timeline takes a –4
penalty on wild empathy checks.

23
check against their opponent with a DC of 10 + the
opponent’s reflex save. In addition, the amount
of attacks the monk’s flurry of blows ability gives
doubles.
When being attacked , the monk may make add her
class level to her AC as a temporal dodge modifier.
At level 15, the monk gains phasing as a free action 2/
day which increases by +1 every level after as long as
the monk has at least her level in skill points invested
in knowledge(temporal science).
Temporal Immunity: At 6th level, the Deja Fu monk
becomes immune to all temporal effects and spells
including other Monks’ temporal attacks, paradoxes
and Vortex energy.

24
The power of the Vortex has now entered you
New Feats and you begin to gain new understanding of the
nature of time. You also find the Vortex a less
To combat time travelers, an adventurer must be
prepared to walk down a dark road of lies and intimidating place and temporal science a less
deception. She must be vigilant in her faith and impossible field of study.
armed with the proper weapons if she hopes to Prerequisites: Either extensive interaction with
retain any semblance of who she was before she the Vortex(through spells or inhabitation) or
began to fight for the unbroken timeline. Knowledge(temporal science) 15 ranks
By the same token, time travelers develop a variety Benefi t: You now have a +5 bonus to
of combat techniques to counter their enemies. This Knowledge(temporal science) and gain the ability
section features a variety of feats usable only by to operate and use temporal devices and spells.
time travelers, their minions and those opponents
willing to fight time magic with more time magic.
TEMPORAL STRIKE
Knowing how time works has helped you see
TIMETOUCHED FEATS and interact with others who are involved in the
Most of the feats in this chapter belong to a new temporal universe.
category of feats You also see where
called timetouched the weaknesses in
feats. These feats their powers lie and
reflect the insidious how with a flick of
nature of the Vortex, your hand you can
as it forces its way cripple their use of
into the cells of those the Vortex.
that interact with it, Prerequisites:
offering characters a Timetouched and
sample of temporal either Improved
energy without Unarmed Strike or
necessarily making Deja Fu Monk
them evil. Benefit: When using
After selecting a an unarmed strike
timetouched feat, in melee against
you can no longer an opponent using
use or select feats time effects, you can
that require a firm change your attack
basis in your own into a Temporal
time. Also, each Strike, which
timetouched feat does -2 damage
selected imposes a –1 but allows you to
circumstance penalty make an opposed
on all Charisma- Knowledge(temporal
based skill checks science) check
made to interact with against your
timelocked creatures opponent. If you
succeed, your
and animals.
opponent either
loses their highest
level temporal effect
FEAT for 1d10 rounds
or is forced to return to their original time(DM’s
DESCRIPTIONS discretion).
The new feats mentioned on Table 3–1 are
described below in alphabetical order.
ALACRITY
TIMETOUCHED Temporal manipulators often find themselves

25
affecting time around them without realizing Benefit: You gain the effect of a Foresight spell
it. A Chronomancer of Temporal Mage may cast permanently.
expeditious retreat and not realize until later that
the effect had continued far beyond the point
when it should have failed. At this point, they are
timebending, even if they were never trained to do
so.
Prerequisites: Timetouched and either
Expeditious Retreat or Deja Fu Monk
Benefit: You double all your movement rates,
including those gained by magical means(ex. a fly
spell). This effect can be disrupted by an attack
and you must make a Concentration check(DC
5+damge/10) to decide whether you maintain it.

CELERITY
Once a manipulator begins timebending, they
rarely stop at just moving faster. They soon realize
that they can focus time in order to cram more
subjective time into others’ objective time.
Prerequisites: Alacrity and either Haste or Deja
Fu Monk
Benefit: You gain the effects of haste at all
times. This effect can be disrupted by an attack
and you must make a Concentration check(DC
10+damge/5) to decide whether you maintain it.

ORACLE
Seeing into the future is something almost all
manipulators do in one way or another. Most
simply travel to whenever they need to be to do
it, but some have extended their senses through
the Vortex in order to sit in one place to do their
searching. The past and future are theirs to see,
though they often do not know what is actually
occurring beyond what little they can make out.
Prerequisites: Timetouched, ability to cast 7th
level divination spells
Benefit: The manipulator may once per day
concentrate on a point in spacetime and attempt
to see and hear it (DC 10 Temporal Science). If
successful, they are able to experience a few
moments of time as if they were standing there.
They must make a Concentration check to continue
viewing for any significant length of time(DC 5 for
the first minute, +1 for each second beyond that).

TIMESIGHTED
Oracles often find themselves catching flashes of
the future even when they aren’t trying. These
glimpses are almost always of the very near future,
and are quite useful in avoiding unfortunate
problems.
Prerequisites: Oracle

26
and
SKILL DESCRIPTIONS thinking about a particular question regarding
This section describes skills new to the temporal future history a second time doesn’t let you know
classes and temporal creatures. something you never learned in the first place.
Refer to Chapter 4 of the Player’s Handbook for Special: An untrained Knowledge (future history)
details on the format of skill descriptions, as well as check is simply an Intelligence check. Without
descriptions of all the skills not mentioned herein. actual training, a character only knows common
knowledge
KNOWLEDGE about future
(TEMPORAL history,
which is
SCIENCE) (INT;
often in
TRAINED ONLY) the form of
Like the Craft and prophesy
Profession skills, or useless
Knowledge actually conjecture.
encompasses a If you have
number of unrelated 5 or more
skills, although this ranks of
Excerpts from the
entry specifically relates to the body of Knowledge(history), you get a +2
Worshipful and
lore dealing with time in all its many synergy bonus on Knowledge (future
Ancient Law of
manifestations. history) checks.
Gallifrey
Check: Answering a question about
temporal science bas a DC of 10 (for
really easy questions), 15 (for basic questions), or
20 to 30 (for really tough questions).
Retry: No. The check represents what you know,
and
thinking about a particular question regarding
temporal science a second time doesn’t let you
know something you never learned in the first
place.
Special: An untrained Knowledge (temporal
science) check is simply an Intelligence check.
Without actual training, a character only knows
common knowledge about temporal science, which
is often apocryphal.
If you have 5 or more ranks of Knowledge(arcane),
you get a +2 synergy bonus on Knowledge
(temporal science) checks.
If you have 15 more more ranks in
Knowledge(temporal science), you gain a +5
synergy bonus to all temporal spell and effect rolls.

KNOWLEDGE (FUTURE HISTORY) (INT;


TRAINED ONLY)
Like the Craft and Profession skills, Knowledge
actually encompasses a number of unrelated
skills, although this entry specifically relates to the
body of lore dealing with what will be in a given
timeline.
Check: Answering a question about future history
bas a DC of 10 (for really easy questions), 15 (for
basic questions), or 20 to 30 (for really tough
questions).
Retry: No. The check represents what you know,

27
linked to herself as far out as 6 hrs/lvl.
NEW SPELLS 3RD-LEVEL TEMPORAL MAGE
SPELLS
Abjur Sign of Telos: Magical sigil protects door
TEMPORAL MAGE SPELLS or chest, deals 1d4/level electricity damage (max
10d4) if opened.
Due to the nature of temporal spells, use is Chronoton Candle: Candle sheds light, affects
inherently dangerous. The energy that powers timeshifted creatures.
most of them, the Vortex, is unpredictable and Time Armor: Gives subject energy resistance 20
likely to damage the wielder of such magics. When against Vortex energy.
casting a damaging spell, there is a 20% change of Div Discern Time Traveler: Penetrates disguises
the caster taking half damage from the spell, and and identifies creatures not from the current era.
otherwise a 10% chance of the caster taking 1d4/ Evoc Flux Bolt: Vortex energy deals 1d4 damage/
spell level of damage. level (max 10d4).
Illus Temporal Binding: Ribbonlike Vortex lines
daze and entangle creatures in 10-ft.-radius burst.
0-LEVEL TEMPORAL MAGE SPELLS Univ Stun Him: Your temporal familiar receives +2
(CANTRIPS) bonus on saves, combat rolls, and AC for 1 hour/
Discern Vortex Energy: Senses active use of the level.
Vortex within 20 feet/lvl Visage of the Vortex, Lesser: You gain +4 Wis and
Slow/Speed Metabolism: Target requires either energy resistance 10 against Vortex energy.
little food and water Articus’s Melee
or weakens over time. Manager: Target gains
Life sounding: Caster extra actions ever y
learns the length of round for 2 rounds/
time a target will live. level
Timeslip: Caster 4TH-LEVEL
is transported to
Temporal Prime. TEMPORAL
1ST-LEVEL MAGE
TEMPORAL SPELLS
Abjur Anticipate
MAGE Temporal Shift:
SPELLS Predict and delay
Conj Orb of Vortex, the arrival of creatures
Lesser: Ranged touch attack deals 1d8 Vortex time shifting into range by 1
damage + 1d8/two levels beyond 1st (max 5d8). round.
Necro Disruption: Weapon not from the current Conj Blast of Time: 60-ft. cone of Vortex energy
era attacks wielder. (1d6/level damage).
Trans Fist of Time: Gain +6 Str and natural slam Orb of Vortex: Ranged touch, 1d4/level Vortex
attack. damage and target might be shifted.
Temporal Vision: Gains +10 to track ability. Div
Detect Temporal Anomaly: Senses any timeshifted Redo: Target remakes all rolls, uses worse result
or temporal creature within 20 feet/lvl for 1 round/level.
Accelerate/Reverse Plant Growth: Plants either Evoc Rassilonian Radiance: Sphere of light blinds
grow much faster or in reverse. creatures, deals 2d6 Vortex damage in 50-ft.-radius
Steal Time: Caster and target switch initiatives. spread.
Transdimensional SphereF: Cloudy gray sphere
2ND-LEVEL TEMPORAL MAGE randomly teleports enemies up to 50 feet in any
SPELLS direction.
Conj Blade of the Vortex: Your melee weapons Univ Sonic whistle: Your temporal familiar gains
deal +1d6 Vortex damage for 1 round. 2d8 temporary hit points, +2 to armor, 25% chance
Evoc Timebust: Adjacent subjects take 1d8/level to avoid extra sneak attack and critical hit damage.
Vortex damage.. Slipgate: Creates a small gate into Temporal Prime.
Precognitive sense: Caster sees one important event Stable Paradox: You allow two limited mutually

28
exclusive things to occur without harming yourself. electricity damage (max 20d6) if opened.
Temporal Tether: Caster tethers herself to a target’s Ench Temporal Stasis: Humanoids freeze in time
timeline. until condition you specify is met.
Time Snare: Target’s mind loops, forcing it to take Trans Transtemporal Blade: Weapon or projectiles
the same action each round. shed light, ignore armor and time shields.
Conceal temporal anomaly: Increases difficulty of Image of the Fendahl: Assume form and abilities
detecting time travelers and their effects. of fiendish creature, demon, or devil.
Recur: Target re-experiences the best or worst thing Univ Polax: You transfer spells and casting ability
that ever happened to it. into your familiar.
5TH-LEVEL TEMPORAL MAGE Visage of the Vortex: As lesser, but you gain
transtemporal traits.
SPELLS Temporal Incursion: Ranged touch attack removes
Abjur Superior paradox assurance: +10 bonus on a target from causality.
one paradox check. Loop: Ranged touch attack puts target into a time
Wall of phase variance: A two dimensional wall of loop.
displaced time shields 10ft/lvl of area. Timeheal: Returns target to a previous state. Can
Timeward: Spellcasters and creatures not from the go back as far as 10 min/lvl.
current era are prevented from entering an area. Wesley’s Temporal Disjunction: Target loses all
Conj Arc of theVortex: Line of Vortex energy sense of time and co-ordination, and loses all
between two creatures (1d6/level damage). temporal abilities.
Timewarp Sphere: A Time Armor, Greater:
sphere of variable time Gives subject energy
deals 1d4/level damage resistance 40 against
(max 15d4) plus possible Vortex energy.
damage in following two
rounds. 7TH-LEVEL
Evoc Vortex Shield, TEMPORAL MAGE
Mass*: Creatures attacking SPELLS
allies take damage; allies Abjur Vortex Immunity:
are protected from Vortex Subject and equipment
energy. gain
Timeburst, Greater: immunity to the harms
Subjects within 10 ft. take caused by Vortex use and
1d8/level Vortex damage. travel.
Acceleration: Time speeds Evoc Venusian Karate:
up a factor of n where n = Touch attack deals 3d6
your level. + 1/level force damage
Fire through the Vortex: (max +20); target can be
Aim a projectile ray at a stunned.
Vortex aperture and have it hit a target anywhere Deceleration: Time slows by a factor of n where n =
in time and space. your level.
Prophesy: Caster gains vague understanding of a Magic manager: Pushes spell recovery time into the
far-off event. future, allowing the caster to cast multiple spells
Temporal Push: Target is thrown 1d6 rounds/lvl per round.
forward or backward in time but takes no damage. Prescient Contingency: Caster is able to
Accelerate/Reverse Animal Growth: Animals age instantaneously cast one spell as if a contingency
faster or in reverse.
Wesley’s Opportune Concentrator: Caster is able to spell had triggered it.
take 20 in an instant.
Déjà vu: Target is affected by the previous round’s 8TH-LEVEL TEMPORAL MAGE
actions again.
SPELLS
6TH-LEVEL TEMPORAL MAGE Abjur Anticipate Temporal Shift, GreaterF: Predict
SPELLS and delay the arrival of creatures timeshifting into
Abjur Sign of Telos, GreaterM: Magical sigil range by 3 rounds.
protects Unravel causality: Learn precisely what change
door, chest, or open space, deals 1d6/level will cause the effect you desire.

29
Wesley’s Delayed Damage: Caster shifts damage passes outside of the bubble while it is up, and so
taken into the future. Temporal Stalkers may enter it.
Item supercharger: Attempts to extend the
duration or decrease recharge time of an item.

9TH-LEVEL TEMPORAL MAGE


SPELLS
Abjur Absorb the Vortex: You absorb Vortex
energy to power spells of your own.
Conj Time breach: Featureless multicolored blob
moves 30 ft./round, temporally incurs on ranged
touch attack.
Summon Temporal Projection: Calls past or future
version of yourself
to fight alongside
you.
Visage of the
Vortex, Greater:
As lesser, but you
gain extratemporal
traits.
Call of the Vortex:
Forces a chosen
creature anywhere
in time and space
to enter the Vortex
and come to you.
Does not assure
survival of the
subject.
Evoc Temporal
Prism: Target
experiences
all seven
prismatic effects
simultaneously.
Calls for seven
separate will
saves and seven
simultaneous
counterspells
to stop entirely.
Can, however,
be countered by a 7-round time stop in which
the counters are performed, or a paradox check
against the caster followed by the counters being
performed later.
Temporal Eye: Caster can scry into the past and
future with no chance of error.
Time reaver: Target is thrown 1d6 years/level into
the future.
Temporal Shell: Caster is surrounded in a null-
time bubble, able to take actions for 1 rd/lvl, but
unable to interact or be interacted with by outside
influences for the duration of the spell. No time

30
Devour the Vortex: Gain temporary hit points and
TEMPRORAL WARLOCK abilities, but must make a will save each round to
avoid taking massive damage.
INVOCATIONS
Unravel: Target must succeed at a will save or be
removed from causality.

LEAST INVOCATIONS
Sight of the Vortex: Learn the entire history past
and future of a single target.

LESSER INVOCATIONS

Deny causality: You may choose to be affected by


changes to the timeline or not as you see fit.

Path of the Vortex: Open a stable hole into the


Vortex for 1 rnd/lvl

GREATER INVOCATIONS

Eldritch Lock: Blast


can travel through
the Vortex.

Forward Blast:
Blast forces a target
to metabolically
age forwards,
gaining or losing
traits at a rate of 1
year /level. Target
must also make a
will save or
die of hunger, thirst
and lack of sleep.
Immortals are immune to this effect.

Navigate the Path: Grants ability to navigate the


Vortex for 24 hours.

Thief of Time: Target loses all actions and caster


gains all actions removed for 1 rd/lvl.

DARK INVOCATIONS
Reverse blast: Blast forces target to age backwards,
gaining or losing traits at a rate of 1 year /level.
Eternals are immune to this effect.

31
to initiative.
TEMPORAL BORROWER
FORMULAE
MODERATE FORMULAE
MINOR FORMULAE
Fear of the Devourer: For 24 hours, the Borrower
Tempus Fugit: Time speeds up relative to the cannot be affected by temporal spells or effects,
target, giving him an automatic win on initiative including taking Vortex damage.
rolls and an extra action in combat
Anachron: Borrower is able to remove the
Lethargy: Time detrimental effects
slows down of aging, effectively
relative to the regaining youth up
target, only to a maximum of 10
allowing partial years per cast.
actions and halving
the rate of damage Enforced Stillness:
taken from injuries Target goes
already sustained. into a state like
a timebender’s
Wrinkle in Time: Stillness trance
An object is for as long as
returned to a the Borrower
previous state, or concentrates.
accelerated to a
later state. Can Take Time: Target
be used to return loses all actions for
doors to unlocked 1 rnd/lvl, Borrower
states, repair gains all actions
objects, or reduce target lost.
an object to a fine
powder. Obliterate Time:
Area around the
Divert Paradox: caster is affected
A paradox that such that for 1rnd/
would otherwise lvl of subjective
harmfully affect time, only the
the Borrower is caster has enough
deflected and hits temporal energy to
someone else. keep moving. Acts
like a Time Stop for
Timeslip: Borrower the purposes of
is teleported to combat.
Temporal Prime or
out of it. Give Time: Target
gains all actions the caster would have for as long
Infallible: Caster is allowed to take 20 in an instant. as the caster concentrates or 2rnds/lvl.

Sight of the Devourer: Caster becomes aware of


how long everything around him has existed and MAJOR FORMULAE
will exist in its current form.
Bubble of Acceleration: Target is put into a bubble
Temporal Disjunction: Target loses all sense of of accelerated time, experiencing 24 hours/rnd
timing, becoming unable to accurately guess the for 1rnd/lvl. Target cannot be harmed while in
time even in the presence of a clock and takes a -5 bubble, but may expire from lack of sustenance.

32
Temporal Prism: Target suffers all seven prismatic
effects simultaneously.

Form of the Devourer: Caster gains temporary hit


points, enhancements and abilities.

Punch Through: Caster becomes able to open holes


in the Void, stepping through as if it were not
there.

Shifting Sands: Casts one Temporal Mage spell of


5th level or below.

33
Range: Close (10 ft. + 10 ft./level)
SPELL DESCRIPTIONS Target: One creature
(Not in alphabetical order. Feel free to arrange Duration: Instantaneous
these yourself and send them to me.) Saving Throw: None
Spell Resistance: No

You momentarily contact Temporal Prime to see


CHRONOMANCER/ how long the target will continue to live. This spell
TEMPORAL MAGE SPELLS can give life spans down to the day if necessary,
but if the target is a traveler, will only tell you
how much longer they will be in the milieu before
leaving, thus breaking their timeline and sending it
somewhere else.
Discern Vortex Energy
Divination Timeslip
Level: Chrono/TM 0 Conjuration(Teleportation)
Components: S Level: Chrono/TM 0
Casting Time: 1 standard action Components: V
Range: Close (20 ft./level) Casting Time: 1 standard action
Duration: 1 round/level Range: Personal
Saving Throw: None Target: Self
Spell Resistance: No Duration: Instantaneous
Saving Throw: None
Each round, you concentrate on the area within Spell Resistance: No
range. You know if Vortex energy, Vortex gates
or spells powered by the Vortex(like a Temporal The caster is transported to Temporal Prime. If
Warlock invocation or a Chronomancer evocation) already in Temporal Prime, the caster is returned
is present within the area. to their most recent location outside of Prime.

Slow/Speed Metabolism
Transmutation Orb of Vortex
Level: Chrono/TM 0 Conjuration (Creation) [Vortex]
Components: V, S Level: Chrono/TM 4
Casting Time: 1 standard action Components: V, S
Range: Medium (100 ft. + 10 ft./level) Casting Time: 1 standard action
Target: Ranged touch or self Range: Close (25 ft. + 5 ft./2 levels)
Duration: Slow: 1 hour/level, Speed: 1 round/level Effect: One orb of Vortex energy
Saving Throw: Fortitude negates Duration: Instantaneous
Spell Resistance: Yes Saving Throw: Will partial
Spell Resistance: No
Slow: The target’s metabolic processes slow down,
allowing them to not require food, water or sleep An orb shaped Vortex gate about 3 inches across
for the duration of the spell. When the spell ends, shoots from your palm at its target, dealing
they will require such things as if half an hour had 1d4 points of Vortex damage per caster level
passed. (maximum 15d4). You must succeed on a ranged
Speed: The target’s metabolic processes accelerate, touch attack to hit your target.
forcing them to eat, drink and sleep as if an hour is A creature struck by the orb takes damage and
passing each second. If they fail to, they suffer the as the orb hits them, may be sucked into it, being
requisite penalties. thrown to another spaciotemporal location nearby.
A successful Will save negates the transportation
Life Sounding effect but does not reduce the damage.
Divination
Level: Chrono/TM 0
Components: V
Orb of Vortex, Lesser
Conjuration (Creation) [Vortex]
Casting Time: 1 standard action

34
Level: Chrono/TM 1 Range: Personal
Components: V, S Target: Caster
Casting Time: 1 standard action Duration: 1 minute
Range: Close (25 ft. + 5 ft./2 levels) Caster transforms one hand into a mighty fist of
Effect: One orb of Vortex energy living Vortex energy, gaining a +6 enhancement
Duration: Instantaneous bonus to Strength for purposes of attacks, grapple
Saving Throw: None checks, or breaking and crushing items. In
Spell Resistance: No addition, you gain the ability to make one natural
slam attack as a standard action, dealing 1d6 points
An orb shaped Vortex gate about 2 inches across of damage plus your new Strength bonus (or 1-1/2
shoots from your palm at its target, dealing 1d8 times your Strength bonus if you make no other
points of Vortex damage plus 1d8 points of Vortex attacks
damage per two caster levels beyond 2 (maximum that round). You can make the slam attack as
5d8). You must succeed on a ranged touch attack to a natural secondary attack with the normal –5
hit your target. penalty (or –2 penalty if you have the Multiattack
feat; see page 304 of the Monster Manual) as part of
a full attack action.
However, you cannot gain more than one slam
Disruption attack per round with this spell due to a high base
Necromancy
attack bonus (+6 or higher).
Level: Chrono/TM 1
Your fist undergoes no change in size or form,
Components: V, S, F
remaining as flexible and responsive as it would
Casting Time: 1 standard action
normally be while under the spell’s effect.
Range: Close (25 ft. + 5 ft./2 levels)
Material Component: A fist-sized piece of Vortex
Target: One weapon
energy.
Duration: 1 round/level or until
discharged
Saving Throw: Will negates; see Temporal Vision
text Divination
Spell Resistance: Yes(object) Level: Chrono/TM 1
Components: V, S
You cast this spell on any weapon not from the Casting Time: 1 standard action
current time(such as a sword from an old empire Range: Personal
or a blade made of stainless steel). Target: Caster
The next time that weapon is used to make a melee Duration: 1 round/level
attack, a Vortex gate opens in front of it and it Saving Throw: None
strikes the wielder in the back. Spell Resistance: No
The wielder gets no warning or knowledge of
the spell’s effect on his weapon, and though he The caster gains the ability to see the recent past,
makes the attack, the self-dealt damage can’t be gaining a +10 bonus to track when seeking for
consciously reduced (though damage reduction someone who has recently passed through the line
applies) or changed to nonlethal damage. Once the of sight of the caster. The caster can only see a
weapon attacks its wielder (whether successfully or fleeting but recognizable shadow of other creatures
not), the spell is discharged. and cannot hear anything that is said with this
Magic weapons targeted by this spell receive a Will spell.
save. An item in a creature’s possession uses its
own Detect Temporal Anomaly
Will save bonus or its wielder’s bonus, whichever Divination
is higher. Level: Chrono/TM 1
Focus: A weapon from the current milieu Components: S
Casting Time: 1 standard action
Fist of Vortex Range: Close (20 ft./level)
Transmutation [Earth] Duration: 1 round/level
Level: Chrono/TM 1 Saving Throw: None
Components: V, S, M Spell Resistance: No
Casting Time: 1 standard action

35
Each round, you concentrate on the area within harming neither you nor the weapons but possibly
range. You know if any creature or item in the area affecting your opponents.
is not native to the current milieu. Your melee weapons each deal an extra 1d6 points
of Vortex damage. This damage stacks with any
energy damage your weapons already deal.
Acclerate/Reverse Plant Growth
Transmutation
Level: Chrono/TM 1
Components: V,S Timeburst
Casting Time: 1 standard action Evocation [Vortex]
Area: Large (100 ft./level), special Level: Chrono/TM 2
Duration: Permanent Components: V, S, M
Saving Throw: None Casting Time: 1 standard action
Spell Resistance: No Range: 5 ft.
Duration: Instantaneous
When this spell is cast, it manipulates time to Saving Throw: Reflex half
accelerate the aging of plants. The effect has a Spell Resistance: Yes
maximum area of 100 feet/level and can affect all Timeburst causes a powerful explosion of Vortex
plants or one specific kind of plant. The caster can energy to burst from you, damaging anyone within
accelerate the growth by up to one month per level. 5 feet of you. All creatures and objects within that
The actual amount must be decided before the area, except for you and any creatures
spell is cast. Aging occurs at a rate of 1 month per or objects that share your space, take 1d8 points
round. If the normal cycle of the plant is exceeded, of Vortex damage per caster level (maximum 5d8).
it dies. Material Component: A bit of something that’s been in
Reverse has the opposite effect, returning a plant to the Vortex.
a previous state at a rate of one month per level.
Timeburst, Greater
Steal Time Evocation [Vortex]
Evocation Level: Chrono/TM 5
Level: Chrono/TM 1 This spell functions like timeburst, except that it
Components: V,S affects creatures within 10 feet of you and deals a
Casting Time: 1 standard action maximum of 15d8 points of damage to each one.
Range: Medium (100 ft. + 10ft./level)
Target: Caster and one creature
Duration: Instantaneous Precognitive Sense
Saving Throw: None Divination
Spell Resistance: Yes Level: Chrono/TM 2
Components: V, S
This spell takes the time spent by the target Casting Time: 1 standard action
creature to gain the upper hand in battle and gives Range: Personal
it to the caster, the target gaining the caster’s time. Target: Caster
This switches the caster’s initiative with the target’s Duration: 1 round/level
initiative. Saving Throw: None
Spell Resistance: No
Blade of the Vortex The caster’s senses are projected into the future,
Conjuration (Creation) [Vortex]
allowing her to see and hear events connected to
Level: Chrono/TM 2
her. The caster decides beforehand how far out to
Components: V
look (up to 6 hrs/lvl).
Casting Time: 1 swift action
Range: Touch
Targets: Up to two melee weapons
you are wielding Sign of Telos
Duration: 1 round Abjuration
Saving Throw: None Level: Chrono/TM 3
Spell Resistance: No Components: V, S
Vortex Energy sheathe your melee weapons, Casting Time: 10 minutes

36
Range: Touch
Target or Area: Object touched or up to 5
Time Armor
Abjuration
sq. ft./level
Level: Chrono/TM 3
Duration: Permanent until discharged
Components: V, S
Saving Throw: Reflex half
Casting Time: 1 standard action
Spell Resistance: Yes
Range: Personal
Target :Self
You trace a powerful rune from another milieu
Duration: 1 round/lvl
onto something that can be opened (a door, box,
Saving Throw: None
book, etc), which expends itself when the object
Spell Resistance: No
is opened, shocking the person opening it with
1d4/lvl electricity damage (max 10d4). It is
This spell covers the caster in a protective coat
obvious and recognizable to experienced travelers
of antiartrons that negate the damaging effects
(Knowledge(Temporal Science) DC 5).
of Vortex energies, giving the caster damage
reduction 20 against Vortex energy for the duration
Chronoton Candle of the spell.
Conjuration (Creation)
Level: Chrono/TM 3
Components: S, M
Time Armor, Greater
Abjuration
Casting Time: 1 standard action
Level: Chrono/TM 6
Range: Close (25 ft. + 5 ft./2 levels)
Duration: 1 min./level (D); see text
This spell functions as Time Armor, but instead
Saving Throw: None
provides damage reduction of 40 against the
Spell Resistance: No
Vortex.
A lit candle appears at the spot you choose,
shedding a sparkling blue light in a 5-foot radius Discern Time Traveler
and moving as you desire—forward or back, up Divination
or down, straight or around corners at up to 50 Level: Chrono/TM 3
feet per round (no concentration required). The Components: V, S, M
candle is incorporeal and can pass through objects, Casting Time: 1 round
making them a useful tool for keeping track of Range: Personal
tricky targets. As well, a chronoton candle specifically Target: You
illuminates timeshifted, instant-shifted and Duration: 1 round/level
otherwise temporally affected beings and items. By taking a standard action to concentrate, you can
Instant-shifted creatures remain unreachable from see the true time of creatures within 60 feet. Each
the immediate interval (except with force effects), round, you can examine one creature you can
but can take one point of damage per attack see to determine whether it is timeshifted and what
when they are within 5 feet of the candle. Any milieu it should be from. If you look at a traveler in
timeshifted creature begins to return to their native its true form, you immediately sense its temporal
milieu, making them turn slightly transparent. The ability, but you can’t determine to what degree.
effect is not strong enough alone to fully return Material Component:
a creature, but does give them a -5 to resist a A balm of honey and lotus flower, smeared on
Temporal Strike. your eyelids.
The candle is Diminutive, has 1 hit point per caster
level, and has AC 14 + a deflection bonus equal to Flux Bolt
your Charisma modifier. It makes saves as you do Evocation [Vortex]
but is immune to spells that don’t cause damage. Level: Chrono/TM 3
The spell effect ends if the candle is destroyed, and Components: V, S
the Casting Time: 1 standard action
candle winks out if the distance between you and it Range: 60 ft.
exceeds the spell’s range. Area: 60-ft. line
Material Component: A piece of something Duration: Instantaneous
timsehifted. Saving Throw: Reflex half
Spell Resistance: Yes
You unleash a tremendous bolt of Vortex energy

37
from your open hand, dealing 1d4 points of Vortex • You gain darkvision to a range of 60 ft, and
damage per caster level (maximum 10d4) to each discern time traveler at will.
creature within its area. In addition, a flux bolt • You gain Vortex resistance 20.
deals full damage to objects and can easily shatter • You gain damage reduction 10/magic.
or • You gain spell resistance 20.
break interposing barriers. If the bolt destroys Your creature type does not change (you do not
a barrier, it can continue beyond it if its range become an outsider).
permits;
otherwise, it stops.
Visage of the Deity, Greater
Transmutation
Temporal Binding Level: Chrono/TM 9
Illusion (Shadow)
As lesser visage of the deity, except that you take on
Level: Chrono/TM 3
the qualities of a Time Dimensional(see the monster
Components: V, S, M
section for complete details), including spell-like
Casting Time: 1 standard action
abilties.
Range: Close (25 ft. + 5 ft./2 levels)
Your creature type changes to outsider for the
Area: 10-ft.-radius burst
duration of the spell. Unlike other outsiders, you
Duration: 1 round/level
can be brought back from the dead if you are killed
Saving Throw: Will negates
in this form.
Spell Resistance: Yes
The caster undergoes the following
You cause a multitude of ribbons made of a blue
transformations:
haze to instantaneously explode outward from the
• You grow translucent wings made of a strobing
target point. Creatures in the area that fail a Will
haze of Vortex energy that allow you to navigate
save are dazed for 1 round and are subsequently
the Vortex perfectly.
unable to timeshift. Breaking free of the temporal
• You gain +1 natural armor.
binding requires a DC 20 Strength check or Escape
• You gain darkvision out to a range of 60 feet.
Artist check, taken as a full-round action.
• You gain resistance 30 to Vortex energy.
Material Component: A few links of steel chain.
• You gain immunity to disease.
• You gain damage reduction 10/magic.
Stun Him • You gain spell resistance 25.
Universal • You gain the following bonuses to your ability
Level: Chrono/TM 3 scores: +2 Str, +4 Dex, +2 Con, +4 Int, +4 Wis, +4
Components: V, S Cha.
Casting Time: 1 standard action
Range: Touch
Target: Familiar touched
Visage of the Vortex, Lesser
Transmutation [Evil, Good]
Duration: 1 hour/level
Level: Chrono/TM 3
Saving Throw: None
Components: V, S, F
Spell Resistance: Yes (harmless)
Casting Time: 1 standard action
You infuse your temporal familiar with vigor,
Range: Personal
granting it a +2 competence bonus on saves,
Target: You
attack rolls, and melee damage rolls, as well as
Duration: 1 round/level
a +2 dodge bonus to Armor Class. The familiar
When you cast this spell, your body changes into
also gains a 1d4 ranged touch ray attack for the
a form similar to a temporal creature (in a very
duration of the spell.
limited fashion, of course).
You gain a +4 enhancement bonus to your Wisdom
Visage of the Vortex score.
Transmutation You also gain resistance 10 to Vortex energy.
Level: Chrono/TM 6
As lesser visage of the Vortex, but you take on all the
qualities of a chronovore (see monster section for
Articus’s Melee Manager
Universal
complete details):
Level: Chrono/TM 3
• You project an aura of swirling red, yellow and
Components: V, S, M
blue.
Casting Time: 1 standard action
• You gain the ability to initiate a Temporal Strike
Range: 60 feet

38
Target: Creature actual location of its imminent arrival.
Duration: 2 rounds/level The spell has no effect on creatures attempting to
Saving Throw: None timeshift away from the spell’s area, though if their
Spell Resistance: Yes (harmless) destination is within the area, the spell will affect
their reentry as normal.
The caster manipulates time so that the recipient Focus: A tiny hourglass of platinum and crystal
gains more use out of a single combat round. The costing 500 gp, which must be carried or worn by
creature does not move faster, but this extra time the spell’s recipient while the spell is in effect.
grants several bonuses. The creature gains one
extra melee attack per every five levels of the Anticipate Temporal Shift, Greater
caster. Also a +1 bonus is applied to the initiative, Abjuration
AC and attack roll due to the extra attention that Level: Chrono/TM 8
can be paid to these details. Casting Time: 10 minutes
Material Component: A drop of mercury. Duration: 24 hours
Anticipate Temporal Shift As anticipate temporal shift, except that greater
Abjuration anticipate temporal shift identifies
Level: Chrono/TM 4 the type of the arriving creature (and any
Components: V, S, F companions accompanying it) and creates a delay
Casting Time: 1 round of 3 rounds, providing the recipient with even
Range: One willing creature more warning and preparation time.
touched Focus: A tiny hourglass of platinum and crystal
Area: 5-ft./level radius emanation from touched fi lled with diamond dust, costing 1,000 gp. The
creature hourglass must be carried or worn by the spell’s
Duration: 1 hour/level recipient while the spell is in effect.
Saving Throw: None
Spell Resistance: No Blast of Time
Conjuration (Creation) [Vortex]
The subject of the spell is surrounded with an Level: Chrono/TM 4
invisible aura that anticipates and delays the Components: V, S, M
materialization from another time of any creature Casting Time: 1 standard action
into the spell’s area. Any spell or effect (including Range: 60 ft.
All temporal spells with the teleportation Area: Cone-shaped burst
descriptor) can be anticipated, making the spell’s Duration: Instantaneous
recipient instantly aware of the exact location Saving Throw: Reflex half
where the creature will arrive (subject to the Spell Resistance: No
restrictions below), the creature’s size, and how
many other creatures Vortex energy fills the area, dealing 1d6 points of
(and their sizes) are arriving with the materializing Vortex damage per caster level (maximum 10d6) to
creature. The spell also delays the arrival of any creature in the area that fails its saving throw.
the creature by 1 round (so that it arrives on its Material Component: A fragment of a timeshifted
initiative count immediately before its next turn), metal.
generally giving the recipient of the spell and
anyone else made aware of the information 1
round to act or ready actions. The shifting creature Redo
does not perceive Divination
this delay. Level: Chrono/TM 4
Since a timeshifting creature doesn’t necessarily Components: V, S
arrive at the precise location it intends, the spell Casting Time: 1 standard action
also functions against a creature that arrives Range: Caster
in range even though its intended destination Duration: 1 round/lvl
was elsewhere. For a creature that intends to Saving Throw: None
materialize into range but inadvertently arrives Spell Resistance: No
outside the spell’s area, the spell gives the recipient
awareness that a creature has attempted to The caster creates a one-shot time loop, replaying
materialize into range and delays the creature as the events of the duration of the spell after it is cast.
normal, but doesn’t give any awareness as to the This allows the caster to make a second roll on all

39
throws. The caster is able to graft parts of the first smaller creatures must succeed on a Reflex save or
loop onto the second, effectively taking the higher be sucked in.
of the two rolls each time. Creatures that are sucked in are teleported 1d8×10
feet in a random direction and taking falling
damage if applicable (for each d8 rolled, roll
Rassilonian Radiance another d6 to decide whether that direction is up,
Evocation [Vortex, Light]
down, forward, backward, left or right).
Level: Chrono/TM 4
If some obstacle prevents the target creature from
Components: V, S, M
reaching its expelled distance, it takes 1d6 points
Casting Time: 1 standard action
of damage for every 10 feet of movement it was
Range: Long (400 ft. + 40 ft./level)
unable to complete, so that a creature hurled 50
Area: 50-ft.-radius spread
feet up in a room with a 20- foot ceiling would
Duration: 1 round/level
take 3d6 points of damage from the impact, then
Saving Throw: None and Fortitude partial; see text
take 2d6 points of damage when it falls back to the
Spell Resistance: Yes
ground. This means that the transdimensional sphere
cannot teleport a creature into a solid object.
A blazing ball of Vortex energy is hurled toward
The sphere can affect a maximum of one creature
the point you designate, erupting into a brilliant
or object per round, and winks out if it exceeds the
hovering sphere. All sighted creatures in the area
spell’s range.
are dazzled (no save), and the radiation from
the rassilonian radiance deals 2d6 points of Vortex Focus: A gray pearl worth at least 100 gp.
damage to all creatures and objects in the area each
round on your turn (Fortitude save for half). Like Sonic Whistle
fireball, rassilonian radiance erupts if it strikes any Universal
material Level: Chrono/TM 4
body or solid barrier before attaining the Components: V, S
prescribed range, and you must make a successful Casting Time: 1 standard action
ranged touch attack to send the sphere through a Range: Touch
narrow Target: Familiar touched
opening or passage. Duration: 1 hour/level
Rassilonian radiance counters or dispels any Saving Throw: None
darkness spell of equal or lower level. Spell Resistance: Yes (Harmless)
Material Component: A bit of timeshifted matter and
a small lens. This spell makes your temporal familiar tougher,
granting it 2d8 temporary hit points and a +2
enhancement bonus to its natural armor. It also has
Transdimensional Sphere a 25% chance to avoid extra damage from sneak
Conjuration [Teleportation]
attacks or critical hits (though such attacks still
Level: Chrono/TM 4
deal normal damage if successful). Temporary hit
Components: V, S, F
points gained in this fashion last for up to 1 hour.
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Effect: 2-ft.-radius sphere Slipgate
Duration: 1 round/level (D) Conjuration (Creation or Calling)
Saving Throw: Reflex partial; see text Level: Chrono/TM 4
Spell Resistance: Yes Components: V, S, M
Casting Time: 1 standard action
A cloudy gray sphere of stressed spacetime flies to Range: Medium (100 ft. + 10 ft./level)
attack your enemies and hurl them through space. Duration: Permanent or until dismissed
As Saving Throw: None
a move action, you can make the sphere travel Spell Resistance: No
up to 10 feet per round and strike the creature or
object you indicate as a ranged touch attack. When cast, this spell connects a section of the
Any creature struck by the sphere takes 3d6 points normal cosmos with its corresponding location in
of Temporal Prime. The gate appears as a flat disc
damage from the force of being thrown through up to twenty feet wide and may be entered from
the wormhole generated. In addition, Medium or any direction. It lasts as long as the caster wishes,

40
becomes permanent if the caster dies and can
be traversed in either direction by anything that The caster must succeed at a ranged touch attack to
touches it. Denizens of Temporal Prime are often hit with this spell.
attracted to these gates, and care must be exercised The target of this spell is forced into an eight-
if leaving one open for long periods of time. second time loop while the rest of reality continues
Material component: A clear diamond worth at without it. It attempts to take its most recent action
least 5000 gp. again each round, even if this is impossible(a
potion bottle being empty or a comrade being
Stable Paradox defended being dead). Every round it gains a
Transmutation (Chrono) cumulative +1 bonus to its save against this spell
Level: Chrono/TM 4 until it breaks free or is killed.
Components: V, S
Casting Time: 1 standard action Conceal Temporal Anomaly
Range: Personal Transmutation (Chrono)
Duration: 1 rnd/lvl or until discharged Level: Chrono/TM 4
Saving Throw: None Components: V, S
Spell Resistance: No Casting Time: 1 minute
Range: Medium (100 ft. + 10 ft./level)
When cast, this spell allows the caster to bypass a Duration: Instantaneous
paradox check when attempting to craft a paradox Saving Throw: None
with a DC equal to their level + wisdom bonus. Spell Resistance: No
This bypass may be used once within the duration
of the spell. When this spell is cast, the caster chooses a
single area or effect that she is either about to
Temporal Tether or has already taken that might be detected as a
Divination (Chrono) temporal effect and obscures it, giving it a +10 to a
Level: Chrono/TM 4 Knowledge(Temporal Science) DC and making it
Components: V, S invisible to detect temporal anomaly. This may also
Casting Time: 1 standard action be used to disguise the caster’s own identity as a
Range: Touch traveler.
Duration: Permanent or until dismissed
Saving Throw: None
Spell Resistance: No Recur
Divination (Chrono)
This spell allows the caster to tether their timeline Level: Chrono/TM 4
to another for as long as they wish, allowing them Components: V, S, M
to locate the target with absolute precision on or off Casting Time: 1 standard action
of Temporal Prime. If the target tries to timeshift Range: Touch
within 100 feet of the caster, the caster may choose Duration: Instantaneous
to use this connection to follow the target even if Saving Throw: Will negates
they cannot timeshift themselves. If the target is Spell Resistance: No
temporally incurred, there is a 20% chance that the
incursion will travel up the tether and strike the Recur allows a targeted creature to relive in
caster as well. memory either the best or worst thing that ever
happened to it. The caster decides, or allows to
Time snare creature to. If it is the best, then the creature gains
Transmutation (Chrono) a +2 morale bonus to all rolls, but is distracted. If it
Level: Chrono/TM 4 is the worst, the creature takes a -2 to all rolls and
Components: V 1d6 points of subdual damage for every source of
Casting Time: 1 standard action pain involved.
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray Material component: A rose with no petals that
Duration: See text blooms and then falls to dust as the spell is cast.
Saving Throw: Will negates(see text)
Spell Resistance: Yes

41
Abjuration
Superior Paradox Assurance Level: Chrono/TM 5
Abjuration
Components: V, S, M
Level: Chrono/TM 5
Casting Time: 1 standard action
Components: V, S
Range: 60 ft.
Casting Time: 1 minute
Area: 60-ft.-radius emanation, centered
Range: Personal
on you
Duration: Instantaneous
Duration: 1 minute
Saving Throw: None
Saving Throw: Will negates
Spell Resistance: No
Spell Resistance: Yes
This spell allows you to drive off creatures not
The caster is given insight into the dynamics of a
from the current era. When you cast the spell, any
single event and gains a +10 to her next paradox
traveler within the spell’s area must leave the area
check.
unless it makes a successful Will save. If you try to
force the barrier against a traveler that has failed
Wall of Phase Variance its saving throw, the traveler is driven backward at
Evocation [Chrono] a rate of 5 feet/round. Once in place, this barrier
Level: Chrono/TM 5 will not allow a traveler who fails their throw to
Components: V, S, M pass.
Casting Time: 1 standard action Material Component: A small quantity of the ether of
Range: Close (25 ft. + 5 ft./2 levels) Temporal Prime.
Effect: Wall whose area is up to one 10-ft. square/
level
Duration: 1 round /level
Arc of the Vortex
Conjuration (Creation) [Vortex]
Saving Throw: None
Level: Chrono/TM 5
Spell Resistance: No
Components: V, S, M/DF
Casting Time: 1 standard action
A wall of phase variance spell creates a dull grey
Range: Close (25 ft. + 5 ft./2 levels)
wall of non-spacetime. The wall cannot move,
Area: A line between two creatures
it is immune to damage of all kinds, and it is
Duration: Instantaneous
unaffected by most spells, including dispel magic.
Saving Throw: Reflex half
However, slipgate immediately destroys it, as does
Spell Resistance: No
a rod of cancellation, a sphere of annihilation, or a
You create natural temporal conduit between two
Mordenkainen’s disjunction spell.
creatures, and a bolt of Vortex energy arcs between
Breath weapons and spells cannot pass through the
them. This bolt deals 1d6 points of Vortex damage
wall in either direction, although dimension door,
per caster level (maximum 15d6) to both creatures
teleport, and similar effects can bypass the barrier.
and to anything in the line between them.
It blocks ethereal creatures as well as material ones
Both creatures must be in range, and you must
(though ethereal creatures can usually get around
be able to target them (as if this spell had them as
the wall by floating under or over it through
its targets). Draw the line from any corner in one
material floors and ceilings).
creature’s space to any corner in the other’s space.
The caster can form the wall into a flat, vertical
Arcane Material Focus: Two small silicon rods.
plane whose area is up to one 10- foot square
per level. The wall must be continuous and
unbroken when formed. If the wall of phase variance Timewarp Sphere
encounters an obstacle when forming, it bisects Evocation [Chrono]
it, passing straight through without doing any Level: Chrono/TM 5
seeming harm, though this immobilizes anything Components: V, S
that would otherwise be capable of movement. Casting Time: 1 standard action
Wall of phase variance can be made permanent with Range: Long (400 ft. + 40 ft./level)
a permanency spell. Area: 10-ft.-radius burst
Material Component: A pinch of powder Duration: Instantaneous; see text
made from a fragment of either the equipment or Saving Throw: Reflex negates and Reflex half;
flesh of a Temporal Stalker. see text
Spell Resistance: No
Timeward

42
You summon a sphere of variable time which tears Saving Throw: Reflex Negates
at the matter around it. Affected creatures take Spell Resistance: No
1d4 points of damage per caster level (maximum
15d4) and must succeed on a Reflex save or risk The caster manipulates time, allowing her or a
taking damage in the following round, and in target to move through linear time at a vastly
the previous round as well as the sphere’s effects accelerated rate. Time speeds by a factor of her
project into the past and future (6d4 points of level, thus a 10th level chronomancer who uses
damage in the future round and 3d4 points of accelerate for the full 10 hours is left 100 hours
damage in the past round). ahead by the end, thus skipping 90 hours of
Both rounds of continuing damage are subject to subjective time. To the outside world, it seems like
Reflex saves for half damage. If the creature dies the target of this spell is moving very slowly.
in the past as a result of being struck by the past
projections of the sphere, the caster must make a
Paradox check(DC 15) or risk having the damage
Fire Through the Vortex
Transmutation(Chrono, Teleportation)
that would otherwise be done in the present and
Level: Chrono/TM 5
future rebound upon her.
Components: V, S
Casting Time: 1 standard action
Mass Vortex Shield Range: Self
Evocation [Vortex] Duration: 1 rnd/lvl or until discharged
Level: Chrono/TM 5 Saving Throw: None
Components: V, S Spell Resistance: No
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels) The caster imbues a single ray or missile, magical
Targets: One or more allied creatures, or otherwise, with the ability to unerringly
no two of which can be more navigate the Vortex, and immunity to damage
than 30 ft. apart from it. The caster may then fire the missile or cast
Duration: 1 round/level (D) the spell and it will enter a Vortex hole opened just
Save: Will negates (harmless) long enough for it to pass through. It will then
Spell Resistance: Yes (harmless) speed through the Vortex and exit through another
aperture like the one it went in and strike the target
This spell wreathes you and your allies in a bubble at a point in time determined by the caster. The
of Vortex energy and causes damage to each target cannot dodge or in any other way negate
creature that attacks you or your allies in melee. being struck except by the use of an anticipate
The flames also protect you and your allies from temporal shift spell.
Vortex-based attacks.
Any creature striking you with its body or a
handheld weapon deals normal damage, but at the
Prophesy
Divination
same time the attacker takes 1d6 points of Vortex
Level: Chrono/TM 5
damage +1 point per caster level (maximum +15).
Components: V, M, XP
If the attacker has spell resistance, it applies to
Casting Time: 1 hour
this effect. Creatures wielding weapons with
Range: Self
exceptional reach are not subject to this damage if
Duration: 10 minutes/lvl
they attack you.
Saving Throw: None
This bubble does not harm you or your friends as
Spell Resistance: No
long as they remain inside and gives off a bright
yellow light.
The caster’s mind is thrown into the far future, to
an important event (ie. one where many timelines
Acceleration are affected). The caster gains understanding
Transmutation(Chrono) of the event itself, but not when it will happen
Level: Chrono/TM 5 or why. Unless the caster chooses otherwise,
Components: V, S prophesy will go 100 years into the future and then
Casting Time: 1 standard action go forward until it reaches an event that is within
Range: Touch 100 miles of the caster. Prophesy can be used to
Target: Self or creature go further and farther if instructed to do so, but
Duration: 1 hour/lvl or until dismissed can only be used to predict a specific event that

43
the caster has in mind if the caster makes a DC 30 Components: V,S
Wisdom check. Casting Time: 1 immediate action
Material cost: A ruby worth at least 1000 gp Range: Personal
XP cost: 1,000 XP. Target: Self
Duration: Instantaneous
Saving Throw: None
Temporal Push Spell Resistance: No
Transmutation(Chrono, Teleportation)
Level: Chrono/TM 5
The caster of this spell’s mind is accelerated
Components: V, S
momentarily to twenty times its normal speed.
Casting Time: 1 standard action
This allows the caster to take 20 on any check in an
Range: Medium (100 ft. + 10 ft./level)
instant.
Target: Self or creature
Duration: Instantaneous
Saving Throw: Will negates Déjà Vu
Spell Resistance: Yes Evocation (Chrono)
Level: Chrono/TM 5
This spell requires a ranged touch attack. On Components: V,S
a successful ranged touch, the target is pushed Casting Time: 1 standard action
through a temporary slipgate and hurled through Range: Close (25 ft. + 5 ft./2 levels)
time in a direction chosen by the caster. The Target: Creature
creature emerges from Temporal Prime in the same Duration: Instantaneous
place, but 1d6 rounds/level in either the past or Saving Throw: Will negates
future. The creature is dazed for 1d4 rounds by Spell Resistance: Yes
the journey. The caster may choose to decrease the
amount of time the creature is thrown. The target of this spell is forced to physically relive
the previous round’s events. If they took damage,
Acclerate/Reverse Animal Growth then they take damage again, and if they healed,
Transmutation then they are healed again. This does not allow
Level: Chrono/TM 5 actions outside, as they are reliving the action, not
Components: V,S, M actually doing anything.
Casting Time: 1 standard action
Area: Large (100 ft./level), special Déjà Vu
Duration: Permanent Evocation (Chrono)
Saving Throw: None Level: Chrono/TM 5
Spell Resistance: No Components: V,S
Casting Time: 1 standard action
When this spell is cast, it manipulates time with Range: Close (25 ft. + 5 ft./2 levels)
respect to a creature of animal intelligence. A Target: Creature
creature ages up to one month per caster level. Duration: Instantaneous
Aging occurs at the rate of one month per round. Saving Throw: Will negates
The creature must make a system shock check(DC Spell Resistance: Yes
85, =1d100 +1/HD of creature) or die within 1d4
rounds. Any actions taken by the creature occur The target of this spell is forced to physically relive
at half of its normal ability scores while the spell is the previous round’s events. If they took damage,
active. then they take damage again, and if they healed,
The reverse reduces the animal’s age at a rate of 1 then they are healed again. This does not allow
month/round to a minimum of one month old. actions outside, as they are reliving the action, not
Material Component: A piece of bio-matter from actually doing anything.
the type of animal to be affected. If the caster
touches the animal during the spell, the material Temporal Stasis
component is unnecessary. Enchantment (Chrono)
Level: Chrono/TM 6
Wesley’s Opportune Concentrator Components: V,S
Transmutation (Chrono) Casting Time: 1 standard action
Level: Chrono/TM 5 Range: Close (25 ft. + 5 ft./2 levels)

44
Target: Creature the armor (doing damage) and then hit the living
Duration: 1 hour/level or until discharged being underneath as well.
Saving Throw: Will negates
Spell Resistance: Yes Image of the Fendahl
Transmutation [Evil]
The target of this spell is frozen in time, and cannot Level: Chrono/TM 6
interact nor be interacted with until the spell ends. Components: V, S, M
For the creature, no time passes outside while the Casting Time: 1 standard action
spell lasts, and the creature is dazed for 1d4 rounds Range: Personal
after the spell ends. The spell can be discharged Target: You
any time if a specific condition is met, the condition Duration: 1 min./level
being specified when the spell is cast.
This spell functions like alter self, except that you
Transtemporal Blade can take the form of any fiendish creature, demon,
Transmutation or devil that can or ever could be summoned by
Level: Chrono/TM 6 a summon monster I, II, III, or IV spell, meaning
Components: V that you can also gain the forms of the extinct
Casting Time: 1 standard action demons and devils. You also may take the form
Range: Close (25 ft. + 5 ft./2 levels) of any legendary evil creature below 10HD that
Target: One melee or thrown weapon, or fifty you know of. You can assume only one form
projectiles (all of which must be in contact with with each use of the spell, but you gain all that
each other at the time of casting) form’s extraordinary, spell-like, and supernatural
Duration: 1 min./level abilities, and your type changes to outsider and
Saving Throw: Will negates (harmless, object) you automatically are considered a traveler. Spells
Spell Resistance: Yes (harmless, object) and effects that harm or ward evil outsiders affect
you, and any effect that would normally banish an
You transform a single melee weapon, thrown outsider to its home plane instead ends the spell
weapon, or group of projectiles into a weapon that and leaves you staggered for 1 round per caster
transcends time. A transtemporal weapon is almost level.
invisible and ignores both nonliving matter (unless Material Component: A bone from any extinct
specified) and time-based shields that would fiendish creature, half-fiendish creature, demon, or
otherwise halt a solid object. The weapon is in devil.
fact not even in normal time but is extending into
Temporal Prime and strikes at the timelines of the Polax
things it hits. Armor bonuses to AC (including any Universal
enhancement bonuses to that armor) do not count Level: Chrono/TM 6
against it because the weapon passes through Components: V, S
armor. Dexterity, deflection, dodge, and other Casting Time: 1 standard action
such bonuses still apply. If this spell is cast on Range: Touch
arrows or crossbow bolts, the effect on a particular Target: Familiar touched
projectile ends after one use, whether or not the Duration: 1 hour/level
missile strikes its intended target. Treat shuriken Saving Throw: Will negates (harmless)
as arrows, rather than as thrown weapons, for the Spell Resistance: Yes (harmless)
purpose of this spell.
Transtemporal weapons can be made to strike This spell allows you to transfer a number of your
nonliving objects, but they must have a very temporal abilities onto your familiar. Arcanists
strong timeline. For the purposes of damage, it may transfer a number of uses of their abilities
can be expected that the average living human with time equal to their own level+ Wisdom
has a strong enough line, most animals will take modifier, with each ability’s use being equal to the
75% damage, as will non-intelligent undead and level of the ability. Multiple castings of polax have
constructs, and objects will take damage if they are no effect on these limits. The transferred variable
old enough or important enough. Even if someone characteristics (range, duration, area, and so on)
is wearing armor that has a timeline strong function according to your level.
enough to be hit, this does not stop them from
taking damage from the attack as well, since the
transtemporal weapon will simply pass through Temporal Incursion

45
Evocation(Chrono) build up until the loop ends and they all escape
Level: Chrono/TM 6 simultaneously. This could lead to a wizard being
Components: V, S killed in the loop, but the resulting explosion of
Casting Time: 1 minute five fireballs striking at once also finishing off the
Range: Close (25 ft. + 5 ft./2 levels) entire defending party.
Target: Creature
Duration: Instantaneous Timeheal
Saving Throw: Will negates Conjuration (Chrono, Healing)
Spell Resistance: No Level: Chrono/TM 6
Components: V,S
This spell requires a successful ranged touch. This Casting Time: 1 standard action
spell causes the target to completely disappear Range: Touch
from time, space and causality. No trace of the Target: Creature
target is left, and all actions taken by or requiring Duration: Instantaneous
the existence of the target are nullified, with Saving Throw: None
ramifications at the DMs discretion. The caster Spell Resistance: No
must make a paradox check (DC 10 + target’s HD)
to retain memory of target or else the incursion The target of this spell is returned to an earlier
fails and the caster is left stunned for 1d10 rounds. state, healing any wounds delivered or reopening
For every temporal shift the target has made, there wounds healed. This spell can only go back 10
is a cumulative 2% chance that a Temporal Stalker minutes/level and cannot be used cumulatively
will materialize on Temporal Prime at the exact since the previous state then becomes the present
point corresponding to the location of its incursion state.
(so a traveler with 50 jumps under her belt is
assured of this). The Stalker will recall its entire
life up to its incursion, will know of the incursion Wesley’s Temporal Disjunction
itself and be given all the knowledge and abilities Transmutation (Chrono)
of a Stalker at that instant. Level: Chrono/TM 6
Because of the nature of causality, a temporal Components: V,S
incursion is rarely used in combat, and only Casting Time: 1 standard action
after a great deal of study and consideration. An Range: Close (25 ft. + 5 ft./2 levels)
incursion can have far-reaching consequences that Target: Creature
could even cause the simultaneous death of the Duration: 1 round/level
caster. Saving Throw: Will negates
Spell Resistance: Yes

Loop The target creature becomes perpetually late,


Evocation (Chrono) unaware of time and unable to do anything where
Level: Chrono/TM 6 timing is critical, such as picking pockets or solving
Components: V,S fast-paced puzzles. If the target is asked for help
Casting Time: 1 standard action in a critical situation, it takes a round longer than
Range: Close (25 ft. + 5 ft./2 levels) otherwise for it to understand the need for haste.
Target: Creature The target also receives a -5 to initiative.
Duration: Instantaneous outside, 1 round/level Disjunction also removes all temporal abilities
inside from the target and the ability to cast temporal
Saving Throw: Will negates spells for the duration of the spell.
Spell Resistance: Yes

The target of this spell is forced into a time loop, Venusian Karate
reliving the same round over and over. Each Transmutation
iteration sees the creature may take a different Level: Chrono/TM 7
action. But will receive exactly the same amount Components: V, S
of damage by the opponents it had in that round, Casting Time: 1 standard action
which builds up as the loops progress. If this Range: Touch
results in the creature’s death, this occurs when Targets: Creatures or objects touched
the last loop ends. In addition, however, any Duration: 1 round/level; see text
spells cast do not fire within the loop, but also Saving Throw: See text

46
Spell Resistance: Yes in which the caster cannot perform any combat or
casting actions.
You gain full knowledge and ability to use martial The round after the spell is cast, the caster rolls
arts from the future. On a melee touch attack, you 1d20 and adds the casting time(in rounds) of
deal 3d6 points of force damage +1 point per caster whatever spell she wishes to cast. At the spell’s
level (maximum +20). The creature you touch must conclusion, the caster then rolls another d10 and
then succeed on a Fortitude save or be stunned by adds the casting time of another spell. When the
the effectiveness of your attack for 2d6 rounds. You total reaches 30, a new round has begun.
can use your touch attack repeatedly. If on any round the caster performs a non-spell
You can use this spell to attack an object. action, then it takes up the entire next round.
Nonmagical, unattended objects suffer damage For example, the caster casts three spells in a row
both from the force and from the effectiveness, as if with casting times of 8 rounds(1 minute), 3 rounds
by a shatter spell. and 4 rounds with rolls of 15, 1 and 1. Two spells
are cast in the first round(totals of 14 and 19), then
Deceleration the third spell is cast in the second round with a
Transmutation(Chrono) roll of 2 (32 total – 30). The caster then decides to
Level: Chrono/TM 7 drink a potion. The potion is imbibed in round 3
Components: V, S and the caster can continue casting spells in round
Casting Time: 1 standard action 4.
Range: Touch Only 4th level spells and below may be cast with
Target: Self or creature magic manager.
Duration: 1 round/lvl or until dismissed Material Component: A drop of mercury and a
Saving Throw: Reflex Negates stopwatch.
Spell Resistance: No
Prescient Contingency
The caster manipulates time, allowing her or a Enchantment(Chrono)
target to move through linear time at a vastly Level: Chrono/TM 7
decelerated rate. Time slows by a factor of her Components: V, S
level, thus a 10th level chronomancer who uses Casting Time: 15 minutes
decelerate for the full 10 rounds is only left 1 round Range: Personal
in the future. This allows the caster to effectively Target: Self
take her levels’ worth of full-round actions in a Duration: 10 minutes/level or until discharged
single round. To the outside observer, it seems Saving Throw: None
as if the target of the spell has suddenly become Spell Resistance: None
incredibly fast and agile. The caster also gains a +1
dodge bonus to AC per level. This spell allows you to cast a spell as if it had
At the end of the spell’s duration, the target is left been triggered by a contingency. When prescient
dizzy by the shifts in time and cannot take any contingency is cast, there is no companion spell,
actions except to defend herself for 1d4 rounds. however once you’ve discharged it, this spell
becomes a normal contingency in the past and is
cast with the companion spell and conditions set in
Magic Manager the future.
Universal
Level: Chrono/TM 7
Components: V, S, M Unravel Causality
Casting Time: 1 standard action Divination
Range: Personal Level: Chrono/TM 8
Target: Self Components: V, S
Duration: 2 rounds/level Casting Time: 1 hour
Saving Throw: None Range: Personal
Spell Resistance: Yes (harmless) Target: Event
Duration: Instantaneous
The caster delays the time normally spent each Saving Throw: None
round recovering from the effects of spellcasting. Spell Resistance: No
This allows for multiple spellcastings, but 2 rounds
of rest are required after the spell duration ends, The caster of this spell chooses a single event,

47
creature, object or attribute she wishes to change. Item Frequency Duration
She is then granted the knowledge of exactly where Potion - 75%
Ring 40% 35%
and when she should go and what to do once Rod 40% 20%
she arrives in order to achieve this. Very careful Staff 10% 35%
Wand 15% 10%
phraseology is required to use this spell effectively. Wonderous 50% 35%
It is a favorite amongst incursion assassins who Material component: One ounce of mercury
wish to cause a minimum of collateral change.

Wesley’s Delayed Damage Absorb the Vortex


Abjuration Abjuration
Level: Chrono/TM 8 Level: Chrono/TM 9
Components: V, S Components: V, S
Casting Time: 1 standard action Casting Time: 1 standard action
Range: Touch Range: Personal
Target: Event Target: Self
Duration: 1d10+1 rounds Duration: 1 round/level
Saving Throw: None Saving Throw: None
Spell Resistance: No Spell Resistance: No

The caster projects a field around herself which You open yourself to the Vortex, seeking the power
shifts the effects of assaults into the future. If the of the genius loci but on your terms. You force the
damage is physical, half the damage is applied malevolent will of the Vortex to grant you power,
immediately and the other half is delayed until the and take damage for it. With this power, you can
end of the duration of the spell. Healing potions cast spells and increase the strength of spells at a
and spells can heal delayed damage, but first affect cost to your body. You may cast any spell you’d
current damage. normally be able to without it affecting your spells
Non-damaging effects such as level drain or per day or leaving your prepared spells list, but
paralysis are delayed for half the remaining you take 1d8 damage for every spell level cast.
duration of the spell. Any preventative action, Thus a 9th level spell does 9d8 damage on top of
like casting lesser restoration negates the upcoming the other dangers of time magic. You may also
effect. maximize or empower a spell, doing 4d8 and 3d8
damage respectively to yourself. While this spell
is in effect, your eyes burn with the light of the
Item Supercharge Vortex and brilliant energy trails from your hands.
Enchantment(Chrono) When it ends, you are fatigued for 1d6 rounds and
Level: Chrono/TM 8 cannot take any combat or casting actions.
Components: V, S, M
Casting Time: 1 hour
Range: Touch Time Breach
Target: Item Conjuration(summoning)
Duration: Permanent Level: Chrono/TM 9
Saving Throw: None Components: V, S
Spell Resistance: No Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
This spell attempts to use temporal manipulation Target: Free space
to alter the abilities of a magical item, either Duration: 1 round/level
by increasing the duration of its effect or by Saving Throw: None
decreasing its recharge time. This spell can only be Spell Resistance: No
used once on an item
Duration: Doubles the length of time that a magical This spell summons a time breach, a living hole
effect from an item lasts. in time. It has rudimentary intelligence and may
Frequency: Doubles its uses per day or halves its roam as far as it can while the spell lasts with a
cooldown time. speed of 40 feet/round. The Time Breach slams
Mixing temporal and normal arcane magic is with a +5 attack bonus, and on a successful hit
dangerous. Use the following table to determine uses temporal incursion on what it slams into as per
whether the item is destroyed by the attempt. the spell. The caster may choose instead to link
the breach to a familiar point in space and time

48
instead, in which case the breach’s slam will cause
it to try to send what it’s slamming there on an
Temporal Prism
Evocation(Chrono)
unsuccessful Will save. The Breach appears to be
Level: Chrono/TM 9
a blob of pulsing colors like a glowing ooze.
Components: V, S
Casting Time: 1 standard action
Summon Temporal Projection Range: 60 ft.
Conjuration(summoning) Target: Creature or item
Level: Chrono/TM 9 Duration: Instantaneous
Components: V, S Saving Throw: Special
Casting Time: 1 standard action Spell Resistance: Special
Range: Close (25 ft. + 5 ft./2 levels)
Target: Free space This spell causes the target to experience all seven
Duration: 1 round/level effects of the prismatic spray simultaneously. Since
Saving Throw: None this will almost certainly overwhelm any creature
Spell Resistance: No that does not possess its own time magic to fight
back with (such as deceleration), they may only
This spell plucks a version of you out of time to make the saving throws on two prismatic effects
fight at your side. You may choose to pull from which they choose. Spell resistance operates as if
any point in the past or future, but if it’s the past three separate prismatic sprays were being used.
and you have no memory of the fight, you must Time stop or deceleration can be used to set up the
make a Paradox check (DC 35) or the spell fails. necessary counterspells, or a stable Paradox check
If it’s from the future, you are pulled at that very made against the caster may be made to try to
instant, no matter what you are doing later in the defer the counterspells until later.
campaign. At the DMs discretion, the projection
will have a reasonable bonus or penalty depending Temporal Eye
on when they are from. Divination(Chrono)
Level: Chrono/TM 9
Call of the Vortex Components: V, S
Conjuration(summoning) Casting Time: 10 minutes
Level: Chrono/TM 9 Range: Personal
Components: V, S Target: Self
Casting Time: 1 standard action Duration: 1 minute/level
Range: Close (25 ft. + 5 ft./2 levels) in your time, Saving Throw: None
unlimited otherwise Spell Resistance: No
Target: Free space in your time, a creature or object
in another The caster is able to send their mind to another
Duration: Instantaneous point in spacetime, seeing and hearing everything
Saving Throw: Will negates that occurs for one minute/level from that point
Spell Resistance: No on. They may move the point of perception at a
rate of 100 feet/second.

You choose a target creature or object somewhere Time Reaver


else in space and time and you demand that it Transmutation(Chrono, Teleportation)
come to you. If it fails a Will save, a tether flies Level: Chrono/TM 9
through the Vortex from you to it and pulls it Components: V, S
through to your location. If it does not have Casting Time: 1 standard action
adequate protection, it is possible that the transit Range: Close (25 ft. + 5 ft./2 levels)
will cause the destruction of the target, as it will Target: Creature or item
take 5d8 points of Vortex damage for every 1,000 Duration: Instantaneous
years, lightyear and shell of the multiverse it must Saving Throw: Will negates
go to reach you. There is nothing stopping it, Spell Resistance: Yes
however, from retaliating once it arrives, as this
spell does not confer any binding or method of The target is sent to Temporal Prime and sped 1d6
control of what it is you have called. years/level into the future, where they emerge at a
nearby location. The process takes approximately

49
10 minutes, in which time a traveler with the added to your blast attack, use of all the Temporal
appropriate skills could construct a slipgate or other Warlock Invocations whether you know them or
means of escape and end the spell prematurely. not a +5 to AC, a field which does 3d6 damage
to any melee attacker and disintegrates 50% of
nonmagical projectiles which pass through it and
Temporal Shell a touch attack which causes a temporal incursion
Abjuration
effect. This spell lasts for 1d6 rounds + 1 round/2
Level: Chrono/TM 9
levels or until dismissed. Each round, the caster
Components: V, S
must make a DC 25 Will save with a -1 cumulative
Casting Time: 1 standard action
penalty per round or be dealt 20d8 damage which
Range: Personal
bypasses the temporary hit points gained by the
Target: Self
invocation.
Duration: 1 round/level inside, instantaneous
outside
Saving Throw: None Eldritch Lock
Spell Resistance: No Greater; 6th; Blast Shape

You encase yourself in a sphere of null time for 1 This blast shape invocation allows you to improve
round/level. You may take any action you wish your eldritch blast by, sending it through the Vortex
within the sphere, but you may not take an action as the Fire Through the Vortex spell. The limitation
that affects the outside world. To you, they are is that you must either have a clear picture of the
frozen and to them all the actions you take are target and know its precise co-ordinates if it isn’t at
instantaneous. It is important to note that because your present location or have a line of sight to it.
you are in null-time for the duration of the spell,
you may be attacked and even kidnapped by a
Temporal Stalker (1% chance normally, +10% for Forward Blast
every Stalker you’ve caused through incursions or Greater; 5th; Eldritch Essence
changes). This eldritch essence transforms your eldritch blast
into a forward blast. A forward blast does not do
damage, but does force the target to metabolically
age 1 year/level. If the target fails a Will save,
TEMPORAL WARLOCK then he dies of hunger, thirst and fatigue. An
immortal is unaffected by this blast. It is important
INVOCATION to remember that certain targets may gain strength,
such as Dragons.
DESCRIPTIONS
Navigate the Path
Deny Causality Greater; 5th
Lesser; 3rd
This invocation gives you total knowledge of how
This invocation makes you aware of paradoxes to get from any point in space and time to any
as their temporal wavefront passes you and gives other using the Vortex. This lasts for 24 hours.
you a brief glimpse into how the paradox would
affect you. You then may choose whether to
subsume your timeline into the new causality or Path of the Vortex
retain your current state. Either way, you recall Lesser; 4th
both the triggering and your decision and if you
choose subsumption, you recall what the previous This invocation opens up a stable rift into the
timeline was like. This lasts for 24 hours. Vortex, which you may enter. After 1 round/level,
the rift collapses. These rifts may be opened from
Devour the Vortex either side.
Dark; 9th
Reverse Blast
With a mighty effort of will, you turn yourself Dark; 8th; Eldritch Essence
temporarily into a genius loci, gaining 20d20
temporary hit points, another 5d6 Vortex damage This eldritch essence transforms your eldritch blast

50
into a reverse blast. A reverse blast does not do wounds, but also moving at half the normal speed
damage, but does force the target to metabolically and becoming unable to take more than a partial
age backwards 1 year/level. The target loses action each turn.
abilities as they become younger. Eternals are
unaffected by this attack. Wrinkle in Time
Minor; 2nd
Sight of the Vortex
Least; 2nd This spell pulls at the timeline of an object, forcing
its state into that of itself at another time. The
You target a single creature or object and learn caster may choose exactly when or how long a
everything there is to know about its history. From period this is. Objects that rust or fall apart do
birth to the present instant, you know all that it has so, and objects that may have been open or active
done and what effects those actions have had. You become so when this spell is cast. Useful for
also gain a +5 bonus to successfully incurring it opening doors or restoring items.
without unforeseen consequences.
Divert Paradox
Thief of Time Minor; 4th
Greater; 6th
The caster sees a change in the timeline coming and
This invocation allows you to steal time from is able to shunt it to another creature or item. For
another creature. For 1 round/level that creature example, if a chronomancer makes a change that
is rendered completely inert, unable to move or would reduce the XP of the caster by 2,000 points
take any action but speak. You in turn gain all the by taking away a mission he’d gone on the year
actions the creature had, taking its turn as well as before, the caster can now make a nearby goblin he
your own. is fighting take the XP damage, likely killing it.

Timeslip
Unravel Minor; 3rd
Dark; 9th
The caster can cast timeslip as the spell.
This invocation allows you to cast Temporal
Incursion as the spell, but with a much greater
chance of succeeding in both removing it utterly Infallible
without creating a Temporal Stalker (divide Minor; 3rd
the chances of creating a stalker by four) and in
removing it without deleterious consequence. The caster can cast Wesley’s Opportune Concentrator
as the spell.

TEMPORAL BORROWER
Sight of the Devourer
FORMULAE DESCRIPTIONS Minor; 3rd

Tempus Fugit The caster becomes aware of the age of all things
Minor; 3rd around him, from how long the inn has stood
to the time since the boulder outside of town
The target sees time go much slower than normal, was thrown there by a giant and how long it has
allowing him to always be first to make a move in been since it was separated from a cliff from an
combat, and take an extra move or standard action earthquake. Every time something changes in a
in the extra time created by this effect. very important way, the caster knows about it, thus
segmenting the lives of the people around him.
Lethargy
Minor; 3rd Temporal Disjunction
Minor; 4th
The target sees time moving much faster, allowing
him to survive longer in absolute time with critical The cast can cast Wesley’s Temporal Disjunction as

51
the spell. the temporal effect, but not the bubble, but rods
of cancellation or Mordekeinen’s Disjunction will
Fear of the Devourer destroy both.
Moderate; 7th
Temporal Prism
For 24 hours the caster gains 100% Vortex Major; 9th
immunity and becomes immune to all time-based
spells, even becoming invisible to prophesy and The caster may use temporal prism as the spell.
time’s eye spells.
Form of the Devourer
Anachron Major; 9th
Moderate; 6 th

The caster becomes a fearsome avatar of time,


The caster reduces his metabolic age up to 10 years, gaining perfect flight 60ft, the ability to timestorm
effectively becoming 10 years younger without as a Temporal Elemental, 10d20 temporary hit
losing any memories or XP. points, a +2d6 reverse blast and forward blast, and
the ability to temporally incur as the spell on a
Enforced Stillness successful touch, gaining five minor charges for
Moderate; 6th an animal, five moderate charges for an intelligent
creature, five major charges for a traveler or five
The caster gains one use of a timebender’s Stillness massive charges for a temporal elemental, time
ability, sitting still and allowing time to pass by. dimensional or unique traveler. On successfully
Once the caster leaves the still state, he must cast incurring a traveler or above, a Temporal Stalker is
this spell again to enter it once more. automatically formed, and the caster may choose to
expend a massive charge to bind the Stalker to his
will for 2d10 years after which, he may use another
Take Time massive charge to extend the bondage for another
Moderate; 7th 2d10 years and so on.

The caster gains all the actions of a target creature


for 1 round/level, and the creature is paralyzed for Punch Through
the duration of the spell. Major; 9th

The caster focuses linear time to a shining lance


Obliterate Time and cuts through the Void, opening rifts in it for
Moderate; 7th 2d6 hours with each punch. This effect lasts 1d4
rounds + 1 round/level and the caster may strike
The caster can use time stop as the spell, except that once each round with the lance to open another
it lasts 1 round/level. rift.

Give Time Shifting Sands


Moderate; 7th Major; 9th

For 2 rounds/level, the caster may choose to stay The caster draws upon a well of chronokinetic
perfectly still, and give all his actions to a target power, gaining the ability to cast a single spell
creature or player. The caster can still observe his from the Temporal Mage spell list. Material and
surroundings and break the trance at any time, XP costs are negated by the massive energy used to
regaining his actions from the target. grant this power.

Bubble of Acceleration
Major; 9th

The target of this spell is placed in an impermeable


bubble, unable to interact or be interacted with
for 1 round/level, as time passes inside at a rate
of 24 hours/round. An antimagic field will remove

52
change gross. Only the most low-level dolt would
TEMPORAL think that simply altering the fact that they seek
to alter would be enough. This method can be
best summed up by the wizard who goes back in
EFFECTS time to kill a hated enemy. It’s crude, it causes a
personal paradox and it could have far-reaching
consequences like having that enemy missing
when a greater danger is present. A change gross
is never used by Guardians or Magi and even the
THE CHANGE more direct Warlock is unlikely to try.

Change insidious: The


It is inevitable most common method
that an adept in of changing things,
temporal science will the insidious seeks
cause a change in the a more roundabout
timeline. The only method of removing
way to avoid such is a problem. It causes
perfect knowledge of small, difficult to
all that was, will be detect changes around
and is now. And even a single larger issue
then, the adept would that needs dealing
have to balance her with. While it still
actions so carefully causes paradoxes, they
that it becomes are smaller for their
pointless to even try greater number and
to avoid. This is not to say that a A change extreme in progress easily dealt with.
Guardian of the Timeline should
simply sit on her hands and never Change extreme: In absolute
use her powers at all. Small emergencies, a change extreme
chaos-based effects are usually may be necessary. This involves
so minor a change that it is a change gross taken much
never noticed except by the most further. It destroys the target
sensitive of time travelers, and and everything around it to make
any who have risen so high know sure that nothing remains. An
that these changes are no threat example would be the destruction
to the timeline as a whole and can of a nation to kill the mage who
be safely ignored. serves it.

Since such random A krenim computer attempting Change calculated: The most
changes usually cancel each
a Change calculated
effective change and the most
other out, they are hereafter not difficult. It involves balancing
to be considered true changes every single variable so that
at all, but merely background the action taken has no major
noise to the symphony of time. effect except to solve the
A cough in the orchestra is problem. Few are capable of a
not to be paid attention to. It change calculated, as it requires
is when the harmony itself is colossal magical, technological
altered that attention must be or mental resources to
paid. There are four categories adequately perform. The lesser
of change, based on their calculated change is more
methods, intended ends and likely, in which it appears
effects. at first successful, but chaos
The De-Mat gun, an
effects eventually have further
Change gross: Few adepts bother automatic change calculated reaching consequences than
with the dangerous and obvious device previously believed.

53
The deliberate maker may have similar
THE PARADOX effects without meaning to. The more paradoxes
caused, the more likely one will be severe.
However, it is not their intent and they seek only
Most time travelers will cause a paradox to further their cause more effectively through
eventually, usually a personal one. It is simply a paradox use. When possible, they limit the effects
fact of time that if you interfere in a timeline, there to those that they can predict. Many even devise
are bound to be places where you do the wrong ways to protect themselves and time itself against
thing and end up causing a change that logically the paradox, bypassing the damaging effects while
cannot occur. At this point, an experienced keeping those the maker wishes.
meddler has powerful protection, because the
universe of time is not kind to those who tie knots
in it.
Paradox DC
Most paradoxes are accidental. A time
A paradox’s difficulty class only comes
traveler goes into the past and changes things
into play when a time traveler wishes to make a
that they themselves know of. This creates a
paradox stable or unstable on purpose. The DC
logical loop with no obvious solution. The smaller
mirror images based on that intent.
paradoxes of this nature may be integrated into
Stabilization
the timeline by simply removing the agent from
Paradox DC
it. Either the original line snaps back into place or
Normally stable (ex. 5
the agent is assumed to have taken an action they
Predestination)
couldn’t have but did. In more extreme cases, the
agent of change is affected as well and in most Mostly stable (ex. Self- 10
cases their ability to travel time is removed as well. change with timelock)
Usually unstable(ex. 15
There are travelers, though, who try to Killing a direct
cause paradoxes. Either they are so chaotically ancestor)
inclined that they wish to unravel time or they Completely 20
seek to use the paradoxes as a shortcut to change. unstable(ex. Killing
Either way, it is a corruptive action to take and oneself)
most who cause one will go on to make others. Reverse this table for destabilization paradoxes.

The chaotic When attempting to


paradox maker seeks throw someone else
to cause the most into a pardox(ex.
damaging possible, Another time traveler
those that the cosmos into predestination),
cannot easily abide. you use an opposed
This includes the Knowledge(Temporal
destruction of their Science) check to
own histories or that determine whether
of other time travelers the paradox was
at the source. For successful)
instance, burning
the pool in which
the first life evolved
on a planet that will
one day produce
time travelers. Their
greatest goal is the
utter obliteration of
timehaven, though
that is currently only a
pipe dream.

54
Science) score of at least 30 to even come close
LOCATIONS to discovering the bizarre truth. Even then, it is
unlikely that the person would believe it. They
wouldn’t be able to conceive that the otherwise
careful Mind Flayers would to something as
drastic and dangerous as to timeloop their own
ILLITHID HOMEWORLD homeworld.

They have.

It was judged necessary after the third


It is a well-established fact of temporal iteration that they make sure that their plan not
science that the Illithids are not from the present unravel from its very base. The Illithids have in
era. They have fact beaten their
existed at both enemies to the
ends and the punch. They only
middle of time exist because of a
without necessarily Change Calculated
being born in or that took an
experiencing the entire iteration to
totality of any. complete. A total
Where they call removal of their
home is a matter of own creation from
intense debate the timestream
without disturbing
The exact their own existence.
spaciotemporal and
planar co-ordinates After all, you
of the Mind Flayer can’t destroy what
homeworld is a secret never existed.
so closely guarded that
even most Elder Brains
are currently aware of GALLIFREY
it. Only when an Elder
Brain that contains The home
that information dies planet of the
is another chosen from undisputed masters
the most experienced of time and space.
Brains to be given the The eldest Elder Brains remember The Gallifreyan Time
secret next. There is a secret Lords have no challengers to
the days when they dominated
Concorde that is in constant their title, and few ever see one.
space and time. And the eldest
communication made up of Though a race ancient, wise and
those Brains.
of those recall the surface of a powerful, they are also neutral
world they once knew well in almost everything. They look
It is well understood out from their citadel and record
why the Illithids keep this secret what was, is and will be. They
so safe. The Flayers have many enemies and quite adjust the timeline without anyone noticing and
a few have the means to travel and cause damage no fleet exists with the ability to even approach the
to their homeworld if it were found. The Gith planet.
especially would pay any price to someone who
could give them the whereabouts of the Mind The planet is surrounded foremost by a
Flayers’ birthplace. They would be willing to risk transduction barrier, which forces any change in
the colossal paradox involved to deal such a blow time to bypass Gallifrey, making them immune to
to the Illithids. any change, no matter how great. This also gives
them an advantage over every other timefarer.
It would take a Knowledge(Temporal They don’t need to concentrate or work to keep

55
from being affected. And they notice immediately. and amenities from every era and location. It also
Next comes the forcefield, which stops any has the only library of temporal science open to
material object from approaching the planet. any who can find it.

It is said that in the deeps of time, the Timehaven is not hidden, nor does it
Gallifreyans were more interventionalist. It is even advertise its existence. If you are a time traveler,
said that before they retired to their citadel, they and you seek only to learn and understand, then
mapped out all of time and removed any race that you will find it. If not, you won’t. There is no
seemed as if it might be dangerous. This, however, ruler, but the denizens all co-operate to enforce
is seen as at most partly true, as the Daleks and a few simple laws. No one dies in Timehaven.
Illithids still exist. No paradoxes can occur. Any magic may be
performed as long as it causes no damage to
Gallifrey’s location is well known, as they another and all knowledge is welcome as long as
have no reason to hide it. It is ruled by a council it is not misused. Peace is upon Timehaven, and
of Time Lords who peace shall reign
represent each for as long as those
of the Colleges, who live there wish
overseen by the it. And many have
Lord President been there a very,
of Gallifrey, first very long time.
amongst equals.

There are
many secrets on CHRONUX
Gallifrey even the
Time Lords are
currently unaware
of. Most of them The basis
deal with their more of time is causality.
powerful ancestry, The citadel of Time Lords
Effect follows cause and everything
and the Founder of their order, is linear at all times. At least as long
Rassilon, who saw that their power was too great as there is no travel through time. Chronux is the
and took it away. Except that home of those who travel
he kept most of those powers time to make sure no one else
for himself. And built many does. Or at least that those
things and made many items who do respect causality.
whose powers are not well
understood. Those who Chronux is a
attempt to regain some of subplane of Mechanus, thoug
those lost relics or investigate h the gate from the wheels to
Rassilon seldom profit by it. the arrow is difficult to find
without a map. The denizens
of Mechanus look somewhat
askance on Chronux because
TIMEHAVEN it embraces a chaotic mean to
a lawful end. There is also a
When a temporal more practical reason. The
mage or other peaceful gate is only reachable when
academic of time wishes the cogs are in a specific
to put up their feet and Timehaven as the bubble formed alignment that only occurs
enjoy a quiet and uneventful once naturally in the entire
atmosphere, they go to history of the multiverse.
Timehaven. It’s origins are lost in an incredibly Thus there are two ways in: ask the Scion Queen
long history but it was obviously meant to be the of the Formians to turn the clock to when the gate
abode of time travelers. It has the only known opens or time travel to that point and join the ever-
transduction barrier not under Time Lord control growing multitude who clamor to that one instant

56
to jostle through the portal. What few of those
pilgrims realize is that there is a permanent gate in
Arcadia to Chronux, though it is seldom opened,
as well as apertures in all the lawful planes. It’s
just that the rulers there are even more skeptical of
Chronux’s means than those of Mechanus.

Chronux is mainly staffed by Guardian


Druids and a mixture of Mechanus dwellers who
chose to join the Guardians. The vast majority of
these are Formians sent by the Queen, though there
are quite a few Inevitables.

57
SPECIFIC NPCS
ONE
The non-interventionalist

Male Gallifreyan Wizard/Archmage: Medium-size


humanoid; HD d4; LN

Before he ever regenerated, the Doctor


was considered a rogue by the Time Lords, but
TIME LORDS still adhered to many of their principles and
retained most of their traits. The first Doctor is
completely convinced of his own rightness, and
Though it may seem that mastery of time travel will not take any action he deems unwise. He
would be a rare trait even amongst those who does not change the timeline, nor does he allow
practice it for many years, this is not actually others to do so. Do not expect either help or
so. The Academies of Gallifrey, for instance, will hindrance from One unless there is a change being
not give a Time Lord their TARDIS without first attempted. Whatever the outcome, the change will
testing them to make sure they know everything be opposed.
they can about temporal science. Though there are
few Time Lords who venture from the citadel, their One is quick to anger, ill-mannered when
lifespans are such that there are now quite a few annoyed, but can adopt flawless manners in any
out there. time or place when he chooses to. He takes a
perverse delight in being able to take action when
provoked and once roused will do whatever
he feels necessary. Arguably the least likely to
THE DOCTOR oppose, but the most dangerous when he chooses
to.

If there is any single time traveler whose


TWO
name is known to all others, it is the Doctor. The The cosmic hobo
Doctor has the distinction of possibly being the
only member of the Time Lords more famous than Male Gallifreyan Rogue: Medium-size humanoid;
the order itself. Thousands of species in every HD d4; NG
part of the cosmos from one end of time to the
other has seen him. It could even be said that all Regeneration has made the Doctor more
beings across universe of time can be split into two thoughtful, and also less trusting of those around
approximately equivalent halves. The half that is him. Where One would show his distrust openly,
his friend and the half that is his enemy. Two is friendly and cooperative at all times,
right up to the point where those who try to take
Unlike most Time Lords, the Doctor has advantage walk right into the trap. He has also
regenerated entirely by necessity rather than by come to accept his exile more deeply, but also
desire. This has introduced wild instabilities misses his home all the more. He is still not likely
into his mind, such that each regenerative form to intervene by design, but is more likely to than
is almost completely different from all the others. One.
While the rest of the Time Lords – even the other
rogues – are somewhat consistent in personality His manner is meant to disarm, and
when they regenerate, the Doctor retains only a usually does, but his intelligence has not decreased
few basic traits. Thus it is impossible to give him at all. He seems to take little seriously, and in
a single set of statistics and it is necessary to class turn few take him that way either. The wise time
each one as a separate entity. Which one you are traveler will listen to what he says and take note,
dealing with can mean the difference between as small shifts in his speech patterns will give him
success and failure when he is involved. away. It is also suggested that the time traveler
take his advice, as he will usually do whatever
you want until the one step that will create doom.

58
Don’t take it. shot at, Four has been known to smile broadly
and taunt Daleks. He’ll try to befriend anyone at
THREE first, offering them a jelly baby and then asking
them about their day. More often pursued by his
The technical wizard enemies, he tends to run faster as well, throwing
puns and insults over his shoulder as he goes. He
Male Gallifreyan Monk/Enlightened Fist: seems to believe himself to be the strongest thing
Medium-size humanoid; HD d4; LG in the universe, as he often is seen holding up walls
as he walks into a room. He hasn’t lost any of his
If the Time Lords actually thought exile on ability to build things on the fly, but he has gained
Earth was a good idea, they were sorely mistaken. a preference towards subversion and intrigue that
Fighting the Master and helping humanity, as Three did not have.
well as spending years in their company has given
him a taste of intervention, and he likes it. Three Four’s main danger rarely comes directly
is outspoken in his opinions, forceful and ironic from him, but from those around him. He prefers
in speech. He will instruct you in what to do and to travel with capable beings who can take care of
loose a scathing wit if you do not. He loses his themselves, and when faced with a problem, he
temper easily when balked often gathers supporters
and insults friends more before doing anything
than enemies. himself. His scarf is also a
danger, as it is far stronger
Three’s main than normal knitware. He
danger is his use of has been known to use it to
technology. Three can scale cliffs and drop down
make almost anything into rooms. The prudent
happen with some wire, time traveler, however,
string and a power supply. will have little difficulty
He is also the only Doctor with Four as long as they
who drives a car, since remain friendly. As an
the TARDIS didn’t move interventionalist himself,
much when he had it. He Four is much less likely to
is an all-around danger, try to stop someone else
because if he doesn’t have doing the same thing.
any technology handy, he’ll
use hand-to-hand combat, FIVE
which he is also very
proficient with. There isn’t The Cosmic Empath
much that can be said to a
time traveler who opposes Male Gallifreyan Fighter/
him. Get too far away and Duelist: Medium-size
he’ll make something that humanoid; HD d4; NG
can hurt you, get too close and he’ll rough you up.
Best to stay very far away and use intermediaries Perhaps the most calm and collected of
rather than face him openly. the Doctors, also the one who has the most trouble
taking independent action. This is no longer due
FOUR to a dislike of intervention, but because of his
sensitivity to others’ trouble. Quiet, reserved and
He who laughs at everything forgiving of almost anything, Five may even seem
like he isn’t a threat at all.
Male Gallifreyan Ranger/Sorcerer: Medium-size
humanoid; HD d6; CG The trouble with Five is that once you
threaten someone near him, he acts with no regard
Any non-interventionalist feeling was for his own safety. He’ll stare into the barrel of a
removed by the regeneration into Four, as well as Special Weapon’s Dalek to give the innocent a little
most of his sense of aloof dignity. Often childish, more time to escape. Where the others might seek
making jokes and wordplay even as he’s being trouble, Five tends to have trouble find him.

59
was time to start getting rid of his problems before
SIX they tried to get rid of him again.

The berserker

Male Gallifreyan Barbarian/Frenzied Berserker: EIGHT


Medium-size humanoid; HD d12; CN The unwilling general

The regeneration process was not entirely Male Gallifreyan Druid: Medium-size humanoid;
stable this time, and Six never fully recovered from HD d8; NG
that. A complete reversal from Five, Six had many
of One’s worse traits and few of his redeeming Eight didn’t survive for very long, and
qualities. Not entirely a loss, however, Six still seemingly knowing this, he made all the greater
seemed to have difficulty mastering his emotions, an attempt to live his life as well as he could, and
making comments that even Four wouldn’t have to inspire other s to do the same. Most of the rest
dared. of his personality is difficult to gauge, as he was
forced into a reactive pose by the many calamities
Six lacks and he faced. Forced to
reservations and will try choose between the many
anything to do achieve his he knew little of and the
goal. The best advice for few he knew so well,
a time traveler is to avoid he chose the many, and
him completely. There regenerated rather than
is no way to know from face the consequences.
one day to the next what
he’ll do, except that it’s The wise time
probably not a good idea traveler will realize that
to take a potshot at him. if they see Eight, he is
not the biggest problem
SEVEN they have, and to run
The professor as fast as possible back
into the Vortex and go
somewhere, anywhere
Male Gallifreyan else.
Warlock: Medium-size
humanoid; HD d6; LE
NINE
The Seventh The warrior / The very
Doctor is another one that willing general
looks unthreatening, but
will get you to run into Male Gallifreyan Fighter: Medium-size humanoid;
a trap of your own making if you give him half a HD d10; CG
chance. Cheerful, rolling his Rs and walking with
as little hurry as possible, Seven seems to live up The best way to reconcile himself to what
to his nickname of ‘professor.’ He seldom likes to he did was to regenerate into someone who was
close on a live opponent, preferring to watch from fully willing to do what he did. Despite this, Nine
a distance and trick his enemies into doing things is neither heartless, nor even very violent. He does,
by talking to them. however, accept that solutions are rarely as simple
as his previous forms thought they were, and that a
The experienced time traveler will have situation in which everyone survives and is happy
hopefully not made any previous Doctor an is a very rare one indeed. To that end, he’s content
enemy, as the Seventh has made it a personal to let horrible things happen to horrible people, but
mission to eliminate as many of his long-standing he must witness it rather than just let it happen.
nemesis as he can. Perhaps he had some inkling of He hasn’t quite come to terms with the fact that
what he would face in later forms, or perhaps he he’s stuck in one timeline rather than the universe
just felt that he’d been reactive for too long, and it of time he once inhabited, and would breathe a

60
powerful sigh of relief to have access to the web of not to have to worry.
time again. As it stands, he tries to make the best
of a bad situation, and encourages others to do the
same, often opting to improve rather than replace a THE MASTER
companion.

The time traveler unfortunate enough to Those who rescue people from tyranny
be stuck in the limited cosmos Nine is would be are remembered, but it’s the tyrants whose
well advised to limit the evil done in his presence. names never fade. Ever since his departure
Nine does not suffer suffering well. Also, if you from Gallifrey, the Master has been set on being
happen to be stuck in that time-locked state, a truly that unforgettable tyrant. More consistent from
well-placed time traveler might want to hit the regeneration to regeneration, the Master still
books and find out how to get out. A single time changes quite a bit from one form to the next. He
line with a Doctor interfering with it is a dangerous also holds the distinction of being the only living
place to be. Time Lord to have changed more than fifteen
times, with as many as thirty forms credited to
him. However,
TEN for the purposes of
dealing with any
The apologist
chance encounters,
the well-equipped
Male Gallifreyan time traveler need
Wu Jen/Blood only know of a
Magus: Medium- small number of
size humanoid; HD these, as most of his
d20; CG bodies lived either
a very short time or
were not involved
Ten may in any major
seem more easy overthrow.
going and happy
than Nine, this
behavior hides an
even more hard FORM 1
edge than before.
Not content to The voice from afar
watch doom fall,
Ten often feels it Male Gallifreyan
necessary to be the Wizard/Mind
instrument of that Bender: Medium-
doom. Being away size humanoid; HD
from Time Lord d4; LE
culture has finally
taken its toll in terms of Ten’s attitude towards his
own lifespan, realizing that there are few who can In his early days, the Master was careful,
survive any significant length of time. Because thinking always in the long range and personally
of this, he will often greet old enemies as friends involving himself only rarely. Preferring to act
because at least they have not died like everyone through mind-controlled intermediaries and
else around him. He balances this sadness with a disguising himself when personally present, the
seemingly endless font of cheerful energy, making Form 1 Master never did anything without benefit
comments and acting as if danger is just another to himself and furtherance of his conquest.
fun day at the beach. It may be that Ten would be
more likely to drop the Time War hammer than FORM 2
Nine.
The undying flame
Any time traveler who has gotten this far
should know how to proceed, or is lucky enough Male Gallifreyan Wizard/Fiend of Possession:

61
Medium-size humanoid; HD d4; CE does is pointless. He conquers and destroys only
because it’s all he knows how to do.

A critical failure forced the Master to use


his entire regenerative cycle to survive, leaving him
barely animate and falling apart. Though he has
SALYAVIN
lost none of his abilities, the need to gain a stable The legend in his own life
body forces Form 2 to take drastic actions he’d

otherwise never consider. Male Gallifreyan Wizard/Mage of the Arcane
Order: Medium-size humanoid; HD d4; NG
FORM 3 There was a time when the name Salyavin meant
The hidden mind that guides the will much the same in temporal circles as ‘The Doctor.’
Salyavin was much like the Doctor in his youth,
Male Trakenite Wizard/Mind Bender: Medium- except that where the Doctor rarely showed any
size humanoid; HD d4; NE trait that couldn’t be emulated by another Time
Lord, Salyavin was well known for his ability to
enter people’s minds
Forced into the and transmit any
body of a lesser race, information he wished.
the Master still wishes For that reason, his
to be Gallifreyan punishment was to be
again and able to sent to the temporal
properly regenerate, prison planet of Shada,
however he can now a place accessible only
once again use his through the use of the
preferred methods Rassilonian Artifact
of manipulation and book, “The worshipful
control to conquer and and ancient law of
dominate until he can Gallifrey.” Salyavin
find a way to regain his was not so easily
old abilities. caught, however, and
proceeded to remove
FORM 5 any knowledge of his
Salyavin’s Thirteenth body
whereabouts, what he looked like
The evil that has forgotten and the existence of Shada from the
Time Lords’ minds, then stole the book.
Male Gallifreyan Warlock/Temporal Warlock/
Mind Bender: Medium-size humanoid; HD d4; CE Now retired under the name “Professor
Chronotis.” He is a great friend of the Doctor,
and the new hero of time comes to visit often.
After regenerating, being executed, He’s been teaching at the same university for two
jumping from form toform, being completely centuries and lives in a converted TARDIS.
obliterated and then pulled from time back
to Gallifrey at the last moment, given a new
regeneration cycle, forced to fight Daleks until
he runs away into the end of time, forgets who
he is and then remembers again, the Master MORBIUS
is not in very good shape. Though now a full
The eternal conqueror
Gallifreyan with all his old abilities, the Master has
no clear plan anymore. He had thought he’d lost
everything before, but this new depth has forced Male Gallifreyan Fighter/Legendary Tactician:
him to face a universe in which his conquest is now Medium-size humanoid; HD d10; NE
insignificant. No more will the Council of Time
Lords watch in disgust as he ravages the cosmos. Where Salyavin was like the Doctor once, so
And he realizes that without an audience, all he Morbius was the analogue of the Master. Also

62
like Salyavin, at least if the stories are true, he was
better at it. Molecularized by the Time Lords for
his warlike tendencies, Morbius was only once
seen after his supposed demise, attempting to
make himself a new body. So the Master did do
one thing better than Morbius.

63
NON-GALLIFREYANS
QUAZZARRA
There are also plenty of non-Gallifreyans who
travel time and are reckoned as powerful in the The unweaver
community. Those, however, often run afoul of the
Time Lords and are removed when they become Female Drow Cleric/Warlock/Temporal Warlock:
Medium-size humanoid; HD d6; CE
too strong. The Council does not like competition.
Who better to
unweave the
ME’TRINIEL strands of time
than a daughter
The clockwork archon of Lolth? Leader
of the Order of
Disharmonious
Female Throne Archon Guardian of the Timeline: Paradox, Quazzarra
Medium-size outsider; HD d12; LG is rarely seen
by outsiders,
Me’Triniel is unique preferring to have
among the Archons the members of
for having almost her order carry
complete autonomy out the carefully
to do as she sees fit in planned unraveling
her position and even of causality. Called
to do evil in the name in her youth by
of law while keeping Lolth to serve the
her position. A uttermost chaos,
servant of St. Cuthbert, Quazzarra is
Me’Triniel was an fanatic, driven all
Arcadian before the more by the
helping in the creation immortality that
of Chronux and the Spider Queen
the founding of the granted her when the first truly great paradox was
Guardians. Charged achieved, her own assassination by herself.
with protecting one
single causal path,
Me’Triniel is often
placed in a position TRELLEN TIMEKEEPER
where greater evil
will occur when a Temporal mage prime
change is undone.
She is even forced Male Githzerai Wizard/Temporal Mage: Medium-
sometimes to employ size outsider; HD d4; N
smaller changes
and paradoxes to
restore the larger law. This wears on her, and her A constitutional law of Timehaven is that no leader
once white feathers have turned to grey, and her may be immortal. Long-lived, but ultimately
convictions are often tested. Still, she is perhaps they must be capable of dying. That said, Trellen
the only reason that Mechanus still stands behind has but recently taken the position of High
the Guardians, for a Throne Archon is always Archmage of the Guild of Timehaven. Tasked with
to be trusted. It is not surprising that her doubt overseeing the running of the city and the keeping
has made her all the more fanatical in her need of the laws, Trellen has no bias for or against
to capture the highest members of the Order of changes, and tends to allow or veto them based on
Disharmonious Paradox. their projected effects, though he has also upheld

64
the long standing Illithid race still living to take refuge. Then it joins
ban on willful with the Temporal Concorde to once again shift
paradox creation the planet back to the beginning, starting anew the
and the continued quest to dominate all that is, was an d will be. It
hunt for members then settles down to plot and to wait for the stars
of the Order of to once again fail and for the wayward children of
Disharmony. He days only it remembers to return again.
originally went
to Timehaven
to research
the location ANNORAX
of the Illithid The crusader
Homeworld, and
though he has Male Human Wizard/Temporal Mage: Medium-
spent centuries size humanoid; HD d4; NE
looking, he
has not given up hope that somewhere in the
seemingly infinite library, there is a clue that will Inventor, builder and captain of the Temporal
lead him to the original home of the enemy of all Incursion Ship, Annorax’s primary goal is to make
Gith. the Krenim Imperium strong. His secondary is
to bring back the wife he lost when he first tried
to use his Temporal Incursion Ship to bring the
ELDEST BRAIN Krenim to prominence. Now many centuries later,
Annorax is forgotten by the Imperium whose
Mind over all
records do not include his name or those of his
crew. He has made the Imperium mighty indeed,
and it dominates many worlds, and yet he is not
Elder Brain: Colossal aberration; HD d4; LE content. He has still yet to restore his home and
his family. His crew grows weary, but he will
The Eldest Brain lives up to its name. The only one never tire until everything is as it should be. He
to stay on the Homeworld when it was timelooped, is not entirely heartless, however, and though he
the Eldest Brain is the leader of the Temporal dooms multitudes to never exist, he always takes
Concorde, with most of its tremendous psionic something of the civilization he is about to destroy
power bent onto his ship where it will be protected when its
towards makers are removed from causality.
holding the
paradox
of the
Homeworld
intact. The
Illithids
that once
maintained
it went
extinct many
eons ago,
and only
the bent
time of the
Homeworld
sustains it.
Once every
iteration,
it opens a
hole in the
broken causality and allows the entirely of the

65
defined shape, color or pattern to the naked eye.
THE VORTEX
Though this section contains both special actions
Any landmark within the Vortex is not an item of
navigation, but a cause for concern, as it means an
agency has anchored themselves within the Vortex
and what might be termed locations, the Vortex is and will probably be causing trouble near the site
such that it requires its own section to understand. of the anchor.
Both the source of energy for many users of time A person who does have Vortex Navigation
magic and the medium through which they travel, abilities or an item which grants it still takes
the Vortex is similar to the Astral Plane in the damage as normal, however they are able to
infinity of its interaction with the prime material through an act of will choose where and when they
as well as dissimilar in its inhospitability. While wish to go. Some make movements like swimming
the Endless Astral is the home of many races and or flying, but these are only outward signs of the
even the final resting place of many gods, the mental action they are taking to force the Vortex to
Vortex has very few permanent residents. Though open only the paths they wish to transit through.
many time travelers find themselves forced to
navigate it with little or no protection, there are
few who can navigate in comfort. All things
within the Vortex take 5d8 damage for every five GENIUS LOCI
seconds they remain within, and risk a myriad of
side effects including
irregular aging, All time travelers
radiation exposure, must understand
spatial distortion, exactly what the
psychological stress Vortex is. It is a
and, in the most highly energetic
extreme cases, Vortex medium through
possession in which which temporal
the mindless but devices travel. It
hostile will of the is also a raving,
Vortex attempts to psychotic, malevolent
convert an intelligent beast that will take
time traveler into a any opportunity to
genius loci, a focus obliterate those who
through which the Vortex can assault the outside dare attempt to travel through it or even look
upon it. That is why the Time Lords never tried
multiverse. to power their TARDISes with it. They knew that
allowing the Vortex into their bastions would give
it the ability to attack them and tear down their
VORTEX NAVIGATION barriers. That is why TARDISes were made to
dematerialize before entering the Vortex, that is
It is impossible to navigate the Vortex without an
item or special ability why the only open gate they kept was small and
that grants navigation. shown to students. It
No Knowledge(temporal taught them fear and
science) or Track skill caution when dealing
can prepare a time with the Vortex. And
traveler for the task of never to even consider
picking a time and place attempting to go
to exit the Vortex. At unprotected into it
best, a time traveler will without the best of
strike an actual planet reasons.
in the same geologic Apart from the physical,
epoch they were aiming spatial and temporal
at. But most likely, damage the Vortex can
they’ll be ejected in do to those who travel it,
an entirely random spatiotemporal location. It the Vortex can also assault the minds of those who
is worth mentioning that the Vortex has no well enter it or even look directly into it. At best, this

66
is only madness, at worst it is the start of a Vortex-
born genius loci. Though not always malevolent, acolytes are often warped by its destructive will.
the unfortunates who absorb and are absorbed by
the Vortex rarely survive long, but are immensely There are several rifts that have grown to the point
powerful. Able to change any aspect of time with that no force currently known can close them, and
their minds, along with other, less predictable the only thing that can be done is to put a warning
abilities, the genius loci are actually never entirely beacon out on the edges to keep travelers out.
under the sway of the Vortex. After all, the Falling into the Vortex isn’t dangerous for time
Vortex is mindless. It is more that the raw power travelers who know how to get out, but most who
drives the loci insane, giving them a well-earned are pulled into the rifts are unprepared and quickly
megalomania that makes them believe that since dissolved.
they have little time and colossal power that they
must use that power as much as possible.
THE SPIRAL
VORTEX GATES The Time Lords pulled one
Temporal Magi and over on the Vortex when the
Warlocks often begin Spiral was made. A physical
by traveling the Vortex manifestation on the ban on
relatively unprotected. certain areas, the Spiral will
They open holes into it, destroy absolutely anything
step through and depart. that attempts to pass
Opening these holes is a through it. It is symmetrical
standard action, closing in that it stops anything
them is a free action that can from either side from going
only be used for a moment to the other. Thus those on
after entering the Vortex, before Another world is consumed by an one side temporally cannot go
the traveler is swept away from unchecked Vortex gate to the other. The Spiral is not
always consistent, however,
their origin. and one with knowledge of
It is second nature to most and even the the Vortex can find ways to bypass it. Still, it’s
Paradoxers don’t leave holes open when they can better than nothing, and there are few who know
help it. These person-sized apertures quickly grow the hidden ways to get beyond it. Apart from the
as the Vortex seeks to devour the material world obvious of going right to the edge, leaving the
it’s been introduced to. Vortex, waiting a few minutes and going back in
on the other side. Though it’s a little harder to
These rifts can often swallow up entire star systems return from that trip.
unchecked, before being balked by the lack of
material to devour. The Vortex’s malice makes it THE LABYRINTH
destructive, but its instinct Those who wish safer,
is not to spread itself more hidden way than
where there is nothing to the Vortex often turn to
inflict itself on. In that the Labyrinth. It is almost
way, even the largest of certainly a construct of some
these rifts never spread intelligence, as no natural
outside of their home phenomenon could be so
galaxy. logically constructed. The
logic is often lost on those
As previously noted, there who travel it, however, as
are few who can open a the Labyrinth is laid out
permanent gate into the in an incredibly complex
Vortex without bearing pattern. The benefit is that
the brunt of its full malice. The Time Lords’ Untempered Schism it is unchanging, and there are
The Time Lords have, though maps in both the Panoptican
they do not fully realize that the Vortex has found Archive and the library at Timehaven.
ways around their shields and though it cannot
attack them directly, the unprotected minds of the Unlike the Vortex, a traveler cannot reach all

67
spaciotemporal co-ordinates from it. Its apertures
are many, but not infinite. It is a very popular
place amongst travelers who have something to
hide, and many are
the caches of treasure,
magical items and even
whole lairs built into
the structure of the
Labyrinth. Caution is
advised, but overall
the Labyrinth is a
safer medium of travel
since there is no risk
of possession and no
regular damage. If your
destination happens to
be close to a Labyrinth aperture, A signal beacon keeps the
it is recommended to travel it unwary a good distance back
instead.

Strands
Though a denizen of Temporal Prime(next section),
Strands are occasionally sucked into the Vortex.
They are no less tenacious, and seem unaffected by
the damaging energies of the Vortex. Normally,
they are harmless, however, as there are usually
only a pack at a time encountered in the Vortex
and dissolve upon arrival. If they build up to
critical levels(see ”Strands” on page 70), they will
drag the traveler out of the Vortex, either into
Temporal Prime proper, or into the Void.

68
Temporal Prime and the line is the current state of
THE EXTENDED multiversal stability with respect to time. Getting
even closer reveals more lines and more and more
no matter how close you get until you finally alight
ELEMENTAL on your own personal timeline. This is where a
timeslip would get you. You are surrounded by the

PLANE OF TIME
timelines of all things on the plane you timeslipped
from. In order to see other planes, you must pass
through the Void, which is made of the same stuff
as the outside of Temporal Prime and is just as
thick, though trackless so you never know where
The Manual of the Planes contains an entry on the you’ll end up if you try to pass through it.
elemental plane of Time. Though Mechanus helps
to tick away the sections of linear time, it does not The lines in Temporal Prime are subjective based
originate there. The Sands are in fact woven into on how much effect they have on the passage of
the timestream on a demiplane of Time, Temporal time. Normally, inanimate objects are invisible,
Prime. That is where the dimension of linear time though if a rock fell onto a chronomancer by
is created. accident, the rock’s line would appear at that point
very brightly, but likely fade again quickly. To
untangle a single person who is not a traveler is
difficult and animals who do not belong to such
TEMPORAL PRIME people are nearly impossible.
If one travels the Plane of Time long enough, or
has a rudimentary understanding of temporal Temporal Prime is actually the home of a great
mechanics, Temporal Prime is actually quite easy many creatures, as it is quite hospitable in its own
to find. Entering it from Time is nearly impossible. way. There is, in fact, only one real reason why it
It is a black wall which seems infinitely long, but is not settled by time travelers. It lacks air. There
is in fact a sphere of immense proportions. The are no gasses within Temporal Prime at all, though
sands of Time constantly flow in, but none flow fires are possible. Anything that enters Prime
out of it. No spell will allow one to pass the wall, carries a certain amount of normal space potential
and an attempt to push in results in 1d20 damage that fades the longer they stay. There is a DC
for each round one pushes. Not moving also stops 10+the number of days spent in Prime for lighting
the damage taken, but you are then pushed slowly fires and the like. Also, any object that is not in
in the direction of the plane of Time, taking no the possession of its owner immediately loses its
damage, but losing ground at half normal speed. potential and is unable to move, though it regains
With a fly spell or similar means of propulsion, it all its potential once a living being touches it. This
would take approximately two minutes or twenty makes ranged combat very difficult, as arrows and
rounds to push through, but there is an easier way. bolts simply hang in midair once they’ve left the
From any place where linear time exists, one can bow. Trying to recover ammunition, however,
simply timeslip to Temporal Prime. The reason is quite deadly as the arrow will once again gain
why it is so easy is because linear time is always its full kinetic energy once touched and impale at
there; you just need to be able to step from its point blank range anything that touches it. After a
domain to time itself. week in Temporal Prime, creatures tend to forget
to breath, and returning to their home is quite
If approached from the Plane of Time, Temporal distressing as their autonomic breathing has shut
Prime appears to be a black field with a set of lines down and they need to get it started again. For
very far away in an arbitrary location. Movement every week spent in Prime, it takes another full day
may be accomplished simply by walking in a of controlled breathing to get ones system started
chosen direction; gravity is completely subjective. again. By the sixth month, it’s usually impossible.
It is important to note, however, that movement Those creatures that take up permanent residence
is actually wisdom-based in Prime. For every 5 subsist on each other and the tempsynth, a
points of Wisdom, increase movement speed by nutritious moss that grows on timelines.
another 25%. As one comes closer to the lines, one
can see them move and branch and merge in a way Prime is also very fast-paced compared with other
that is almost incomprehensible. The Map of the planes. Even standing still leads to a 4:1 time
Fractured Line is in fact a moveable window into ratio between it and the Prime Material. Moving

69
along the timelines is an effective means of travel, cloud is encountered, up to 6 can attach to each
but inefficient compared to the Vortex, which is character, chosen randomly.
actually a gigantic maelstrom that connects points
in Temporal Prime together. Whenever someone Strands do two things to a character. First, they
uses the Vortex to travel either from or to a location make timesliping difficult. A Wisdom check(DC
nearby in Prime, a downspout descends from an 10+the number of attached strands) is necessary to
arbitrary location away but always orthogonal to successfully timeslip back to reality. Failure means
the timelines. There is a 1% chance per day that that the strands must be handled before return
one of these downspouts will hit near enough to to reality is possible. If they do make it, they are
sweep up a traveler. A DC 30 Wisdom check is thrown 5d6 rounds into the future for each Strand.
necessary to decide whether a traveler is sucked
into the Vortex by this occurrence. Seconds, Strands pull towards the future. For the
purposes of movement, they decrease Wisdom by
To find out how many days one can move in time -1 per strand when moving backwards or in space,
in a single day of movement in Prime, square the and +1 if moving forwards. If a creature has a
wisdom of the character. A wisdom of 10 means number of Strands equal to their Wisdom, they are
100 days of temporal movement, plus the six hours yanked into the future at a rate of the square of the
time differential. Places where the Labyrinth number of attached Strands. As they move, they
opens up appears to be a permanent airspout from tend to gain more Strands, moving even faster. For
the Vortex to Temporal Prime. It is possible to each turn of travel roll 1d20. 1 means no collisions,
enter the Vortex bodily through Prime, but only 20 means a one-round encounter with a creature of
through the spouts. The main difficulty with travel Prime. Everything else means collision with 1d10
in Prime is that any attempt to travel your own timelines, which attack with a 0 bonus against the
line is impossible as using timeslip on your own character’s AC, doing 1d6 damage on a successful
line cannot be done except to return to the point attack. This gives the character a chance to make a
where you left Traveling someone else’s line can DC10 strength check to determine whether they’ve
often lead to unpredictable exits. It is naturally caught hold of a timeline. There is a 1% chance per
easy to get a bearing on past and future, but spatial strand that this will fail anyway.
locations are more tricky. As well, any attempt
to follow the timeline of an entire plane or the Once secured, or if the number of strands is not yet
multiverse itself usually results in an extremely critical, it is necessary to remove one’s clothes and
dangerous exit. After all, big things are brighter, scrub vigorously with a mild acid like lemon juice
stars are very important to the multiverse, and to remove the Strands. A spell of that nature is also
most of the cosmos is empty space. effective.

Strands Strands are another reason why the Prime is not


Apart from the danger of maelstrom formation traveled much, and why all those who do tend to
caused by a nearby use of the Vortex, and of the pack tent frames and a lot of spare canvases for
many creatures that inhabit Prime, there are the when the Strands make off with the outside of their
Strands. Their origin is mysterious, though they tent.
appear to be timelines that have come loose from
their moorings and start floating around. Possibly
they are the severed lines of the temporally
incurred. Whatever they are, they appear THE VOID
mindless, floating randomly through Prime. Only
10% of strands are visible at any particular time. As previously noted, the Void is the area between
They attach themselves to organic matter whenever planes on Temporal Prime. It is thick, causes
they encounter it, bypassing armor and clothing as damage, and is the home of the Void Spiders,
if it didn’t exist. which are a danger in themselves. Stopping in the
Strands occur either in packs of 1d6 or clouds of Void stops damage as well and there is no effect
6d6. They are extremely common everywhere on that tries to push you back. However, the Void is
Prime, though they are especially plentiful in the a confusing place, the blackness broken only by
Void between planes. If a single strand or pack are passing Temporal Gliders and Void Spiders. If you
encountered, it can be assumed that they will all simply push through in one direction, you’ll end
try to attach themselves to the first party member up on another plane in two minutes. If you vary
(reflex DC 20 + number of attached strands). If a your course even a fraction of a degree, you may

70
end up in the Void for
a much longer time and
you will need either a
good damage reduction
or a lot of healing spells
to survive. Strands
are also much more
common in the Void
than anywhere else, and
if they hit critical, you
can be dragged for ages
before hitting either a
Temporal Spider’s web,
or another plane full of
timelines.

TIMEHAVEN The outpost of the Guardians


within the Void, modeled partly
Timehaven has already
after Timehaven.
been covered and its history
explaining how this happened
will be covered, so suffice it
to say that Timehaven exists in a bubble of null
time in the Elemental Plane. Anything may enter
Timehaven from the
outside, or through
a gate, but the sands
may not pass through
except in the measured
quantities necessary to
keep Timehaven’s linear
time even. Because it
has a regular linear time,
it is naturally connected
to the Prime. Because
it is also coplanar, it
has the only visible
connection, in the form
of an infinitesimally thin wire that looks like a
timeline snaking from the Timehaven bubble to
the black sphere of Prime. Attachment to the
string pulls whatever is attached into Prime, and
the subject can detach at any point between first
entering Prime and finally landing on her own
timeline. This does not negate the damage taken
by traveling through the wall, but the speedy
nature halves the damage.

71
CL 25; Prerequisites: Craft Magic Arms and
EQUIPMENT Armor, temporal incursion; Market Price: +100,000
gp.

Asymmetricality: While wearing this suit of armor,


you are not subject to changes or paradoxes. You
This chapter describes a variety of mundane,
cannot be incurred, affected, timelocked or in any
alchemical, and magic items that might be
other way harmed or helped by a change made in
common in campaigns that prominently feature
the past.
time traveling. Some function as weapons against
the temporally displaced, while others serve
CL 30; Prerequisites: Craft Magic Arms and
time travelers or are not commonly found in the
Armor, paradox; Market Price: +400,000 gp.
common era.
Quasiplasmoitic shell: Armor with this quality
protects the wearer from being damaged by the
Vortex. It does not, however, confer protection
ALCHEMICAL SUBSTANCES against mental assault. For the purposes of
damage reduction treat this effect as a 100%
damage reduction(Vortex).
The special equipment in this section is particularly
suited for characters who deal with time travelers CL 10; Prerequisites: Craft Magic Arms and
on a regular basis (either as enemies or allies). Armor, Greater Time Armor; Market Price: +2
bonus.
Huon infusion: This glowing yellow unguent,
when spread on a weapon, allows it to strike
time travelers for two rounds that are in the same
relative position but different in a different time. SPECIFIC ARMOR
Artron infusion: This glowing blue oil, when
spread on a weapon, gives it temporal strike for The following armors are preconstructed with
three rounds. exactly the qualities as described below.

Shifter’s Plate: This suit of +2 full plate seems


not to be entirely there at all times. The swirling
MAGICAL ITEMS designs pulse, change color and shift constantly.
Once per day, the wearer can turn the armor into
a portable hole into the Vortex for two rounds,
Any cosmos that includes a significant number of forcing any who initiate a melee attack during
time travelers can be expected to develop a wide that period to make a reflex save (DC 17+wearer’s
range of new magic items designed to interact with dexterity bonus) or fall into the Vortex. Allies may
those creatures. Some are intended for combat, leap into the hole during this time as well. While
while others are more utilitarian in nature. the Vortex hole is active, the wearer is treated as
phased, but can be hit by a called shot to a part not
ARMOR covered by the armor.

Guardian’s Scale: This suit of +4 Asymmetrical


Magic armor and shields provide crucial defense Quasiplasmoitic scale mail is pitch black and
against the attacks of temporal enemies. These new seems to be solid plate rather than scale when
special properties are particularly appropriate in not in motion. Constructed specifically for use
battle. by Guardians of the Timeline, this scale not only
protects against temporal changes and paradoxes,
Chronoton feedback: A suit of armor or shield it also allows the Guardian to follow her targets
with this quality will, on an enemy temporal into the Vortex. The specially enchanted gloves
incursion attempt, turn the effect back on its caster. of this armor set will lock on to any time traveler
Thus if the caster successfully incurs you, they are they are pointed at and will then grant the
incurred instead. wearer perfect Vortex navigation for as long as
they pursue the targeted being. Once captured,

72
the armor will then open a Vortex gate and gate. For the purposes of damage reduction,
guide the wearer to the same spaciotemporal all damage caused by this weapon is Vortex-
location that the lock took place in. To an outside based. In addition, it does an extra 2d6 damage
observer, the act of locking on and capture will on a successful hit and once per day, the wielder
occur simultaneously as long as the capture was may treat it as an actual Vortex hole, forcing the
successful. target to take a reflex save(DC 15+wielders attack
bonus) or be pulled into the Vortex. If this weapon
Robe of the Timeless Master: This +1 Robe is is targeted by a dispel magic or Mordekeinen’s
yellow with red trim and to most only carries that Disjunction, there is a 70% chance that the binding
armor bonus. When worn by a Deja Fu monk, enchantment will fail but the hole will remain. It
however, the robe’s true abilities are engaged. The then acts as a wild Vortex gate centered on the
Monk gains +5 to Knowledge(Temporal Science) position the weapon previously held. The wielder
for the purposes of using his Deja Fu, and +10 to must make a reflex save(DC 20) or be pulled into
his temporal strike ability. the Vortex. Every turn after, the gate’s radius
increases by one square.
CL 30; Prerequisites: Craft Magic Arms and
Armor, visage of the Vortex; Market Price: +300,000
gp.
WEAPONS
Some of the special weapon properties here are
intended for the weapons of characters who fight Temporal Incursion Missile: Only ranged
time travelers, while others work best for weapons weapons may have this ability. A weapon with
in the hands of the travelers themselves. this quality turns any ammunition placed within
into an Incursion Missile, which on a successful
hit forces the target to make a Will save(DC
Supersymmetrical edge: A weapon with this 25+wielders Knowledge(temporal science) or be
quality allows the wielder to land their strikes a incurred.
round before or after the attack is called. Strikes CL 35; Prerequisites: Craft Magic Arms and
initiated in this way can be treated as if they hit Armor, temporal incursion; Market Price: +400,000
the target flat-footed. In addition, if a strike sent gp.
into the past kills the target, then all actions taken
by the target in the time between the weapon’s use
and the hit are negated. SPECIFIC WEAPONS
CL 25; Prerequisites: Craft Magic Arms and
Armor, fire into the Vortex;
Market Price: +100,000 gp. The following weapons are
preconstructed with exactly the
qualities as described below.
Asymmetrical edge: A weapon
with this quality grants the Paradoxical Blade: This +3
wielder the Temporal Strike Greatsword may or may not
ability if the wielder does not actually exist depending on
have it or a +5 to Temporal many factors. When wielded,
Strike if she does. In addition, it gives the user a +5 to
this weapon may be treated Knowledge(temporal science)
as an unarmed strike for for the purposes of Paradox
the purposes of initiating a checks.
Temporal Strike.
CL 15; Prerequisites: Craft
Magic Arms and
Armor, protection from Guardian’s Justice: This +2
paradox; Market Price: +50,000 Spiked Chain gains a further +3
gp. to attack and disarm attempts
against time travelers and will of its own volition
wrap around a time traveler’s body, forcing them
Vortex Blade: A weapon with this quality has to take a reflex save(DC 10+wielder’s attack bonus)
had its blade replaced by blade-shaped Vortex or be immobilized, taking 1d8 damage from the

73
chain for every turn the chain remains on them. Spring trap(all traps in a radius of 500 feet go off):
The wielder may choose to make the chain let go at 3 uses/day
will. Other abilities that may be found are a 1 use/day
shatter, the ability to melt through
metal and technological overrides
causing devices to malfunction
or simply stop working in the
RINGS presence of the screwdriver.
Rings with temporal qualities are
relatively few, though those that Irregular Detection: This rod is
exist are potent indeed. tipped with a blue gem that glows
in the presence of time travelers
Temporal Forcefield: This ring and will burst into brilliant light
has been enchanted to produce when a paradox occurs nearby.
the forcefield effect of a TARDIS, Also, when commanded, it will
effectively negating all Vortex point towards the nearest source
damage while engaged. The of temporal irregularities. May
forcefield can be collapsed by be used in combat as a +2 trident
dispel magic and like effects, as with the asymmetrical edge
well as massive damage. For the enchantment.
purposes of damage, the forcefield
has 250hp.

Temporal Detection: This ring


vibrates in the presence of WONDROUS
anything that does not belong in
the temporal area of the ring. ITEMS
There is quite a lot of variance
among the wondrous from maps,
to goggles to things that defy
categorization.
RODS
Rods are rarely used by time Flux Capacitor: Few time travelers
travelers, who find that they fall believe that this exists. The name
apart too easily. itself is ridiculous, as is the claim of
instantaneous transit through the
Vortex. If the claims are true, then
Trionic Cipher Indent Rod: This this would be an immensely useful
rod causes all time traveling devices item indeed. Supposedly, it allows
to unlock in its presence. This can the user to teleport without error in
be quite annoying for many time the Vortex, allowing them to go
travelers, and few own one for fear of accidentally anywhere and anytime instantly. Also, how the
letting people into their own capsule. hells can you ever activate it? Nothing goes eighty-
eight miles per hour.

Sonic screwdriver: This rod is TARDIS: The time capsules of


meant for the time traveler with the Time Lords, a TARDIS is
few or no skills at opening locks, currently considered the pinnacle
disarming traps or otherwise of dimensional and temporal
handling day-to-day adventuring. engineering. It’s outer and
Originally created by the Doctor inner sizes may be adjusted at
to make his life easier, these items will by the owner, as well as
vary wildly between models. most features. Those inside are
Characteristics shared by all, shielded totally from the Vortex
however, are: in a comfortable environment
Knock: 5 uses/day with all the amenities one could
Sound burst: 2 uses/day

74
wish. With the correct training, a TARDIS can conquer and keep most of the Imperium they now
be piloted anywhere in the universe of time and hold. At least as far as they know.
space, crossing any boundary with ease. The
only thing that most travelers find disturbing Map of Stressed Time: Not all ways in time
about a TARDIS is that it is also intelligent and and space need be traversed by the slow and
often temperamental. It is also worth noting dangerous paths of the Vortex and the Labyrinth.
that one should never attempt to pilot a TARDIS Some places are connected by points of stressed
without the proper training, as the systems are spacetime which open and close at precise
quite delicate and navigational issues have been spaciotemporal locations. They are often quite
reported after a bad dematerialization. close together, and so a time traveler who knows
the way can get many places quickly and safely.

Chronoton Guidance System: The Krenim This map shows every one of these stress points. It
Imperium’s mainstay. The Temporal Guidance is thought that the points connect the most traveled
System allows a weapon to strike a target, use locations in the universe of time. Considering
the strike’s information to learn how to bypass how conveniently located they are, this is not an
its armor and then send that information back to unreasonable assumption. Beware, however,
itself before it hit. Thus the weapon simply passes that the map only names and dates things, and
through armor both mundane and magical as beware even more of points lacking one or both,
if it wasn’t there. The Krenim have used this to for it is also possible that a stress point could

75
dump you right into Paradox HQ or the Illithid removing it from causality. The unforeseen
Homeworld. It is important to note that the stress consequences of such far-reaching actions are the
points are not as restrictive as other methods of reason why the computer was built… and why
transit. If a stress point exists somewhere, it will Annorax, its captain has been trying in vain for
open. Even if that place is timelocked or incurred. decades to restore his wife and home.

MINOR ARTIFACTS
On the Nature and Historie of all Things: This
large tome may at first appear
to be a wizard’s spellbook.
Temporal Incursion Ship: As The reader will first note,
the TARDIS is the pinnacle however, a lack of a table of
of Time Lord transport, so contents. And the fact that
the Temporal Incursion Ship they cannot turn to the back.
is that of the Krenim. With The Nature’s origins are a
the important distinction mystery, though if one reads
that there is only one and enough, they can learn that
that the Krenim Imperium and almost anything else. The
knows nothing of it. Built Nature is a book of condensed
by one of their greatest time, a chronicle of all that
temporal scientists, the is, was, and will be. It
Incursion Ship has been is unaffected by time
used for two centuries shifts, instead becoming
of relative time to correspondingly longer
eliminate obstacles to so that it can tell the
the Imperium that the story as it was and as
Imperium itself cannot it is. With long study,
or is unaware of. The there is nothing that
Temporal Incursion hidden from a reader.
Ship is armed with both However, as one might
a colossally powerful guess, the length of
temporal computer and study needed is almost
the Incursion Weapon, impossibly long indeed.
which can temporally Currently residing on a
incur anything from a lectern in the Library at
small rock to a planet,

76
Timehaven, the Nature is open to any who wish the necessary command word, but they are easy to
to attempt to read it. Almost everyone eventually figure out.
tries, and so far none have learned anything of any Lisker’s Portal Key: Lisker made dozens of these,
importance to themselves. some for trading with fellow
chronomancers. The gems
decorating these keys are
Map of the Fractured Line: emeralds. With the key, the
Originally an insert in the possessor may timeslip once
Nature, the Fractured Map per turn.
has been reproduced several Lisker’s Timeline Key: With one
times and now hangs both of these, the possessor can sort
behind the desk of Trellen through the timelines to find
Timekeeper in Timehaven a specific one. For a specific
and in the planning chamber type of thing, they possessor
in Chronux. It is a graphical must study it thoroughly.
representation of the Nature, For an individual object or
and though it is somewhat creature, the possessor must
easier to make sense of, it is still staggeringly have encountered it before. The key is decorated
difficult to truly understand. The Fractured Line with topaz and may be used once every three turns.
itself is always growing outward, showing each Over ten exist.
change and its effects. One glance shows what the Lisker’s Timestream Key: These six keys reveal the date
first timeline ever was, and what would happen in reality with respect to the possessor’s location
were it ever restored. There is no legend, however, in the timestream. These keys are decorated with
to say what timeline is currently prevalent, nor sapphires and can be used for up to an hour before
which one the map itself inhabits. That is for requiring two hours to recharge.
the reader to learn if they can. The Guardians Lisker’s Vortex Key: Rubies decorate these three keys.
have long since given up trying to actually read When triggered, the key opens a gate into the Vortex,
it. Instead, they simply watch for any divergence grants the user a perfect knowledge of Vortex
large enough to merit intervention and then they navigation and projects an impenetrable forcefield
go. It’s easier than trying to actually figure out around the possessor, protecting them from the
what’s going on. Vortex. It is possible for a Gallifreyan to mistake
the wielder of one of these
Timelock Seal: Another keys for a Time Lord and
amenity of the Temporal the key as a TARDIS. It
Incursion ship, the may be triggered every six
timelock seal a way hours.
for those on the ship to Lisker’s Void Key: This key
preserve something of is unique and decorated
each civilization they with opals. It grants the
destroy. Whether it is possessor immunity to
a lock of hair, wine or a Void damage. It may be
signature invention, the used to cross the Void
seal provides a small once per day.
portable paradox field
that keeps that one thing
from disappearing during
an incursion. MAJOR
ARTIFACTS
Lisker’s Temporal Keys: Lisker, one of the few Temporal Incursion Drive: Though the ship itself
known chronomancers, invented a set of magical is a wonder, its core is in a class of its own. The
keys to assist him in his travels. These look like temporal incursion core is the reason why any of
old-fashioned skeleton keys made of gold, but the ships’ systems function. The Drive puts the
each has different gems decorating it. The items ship in its own spacetime, able to affect normal
work when the gems are pressed and the operating time but unaffected by it. That way the ship can
word is spoken. And identify spell cannot reveal attack others, incur, even teleport items to and

77
from itself, but once something enters the ship, detached. Once this
it does not age and nothing outside can harm it. is done so, the Key is
The items, the crew, even the core itself is ageless. rendered inert. Only
Any missile or spell simply does not hit the ship when all six sections
while the Drive is engaged. If a time traveler are joined can it be
could replicate or steal the Drive, they would be used. Its powers are
invulnerable as long as it worked. This makes not well understood,
mutiny the biggest danger, because no crew though it is plain that it
signs up for eternity, and if the Drive fails, then can start, stop, reverse,
normal time reasserts and all things it protects are speed and slow time
vulnerable. If the Drive is destroyed, it incurs that for the user. It is also
which it previously protected; causing everything supposedly able to
it ever did to never happen. do far more, though
It is important to note that the Temporal Incursion since its abilities are
Drive will not grant any protection from the limited by which ones
Vortex, which follows the laws of time about as the user knows about, and no one who knows all
much as the Drive itself. of its abilities has used it in the memory of any
time traveler, these powers remain as the common
DeMat Gun: In times long ago, when the Time abilities that anyone can use, since if you know
Lords were still about it and can
active in the assemble the parts,
cosmos and lacked you know enough
wisdom, they to gain those
built the DeMat abilities from it.
Gun. A perfect
temporal computer
within a temporal Arch of Rarg:
incursion weapon, This hundred-foot
made portable tall arch appears
through the magic to be made of a
of Gallifreyan technology, the DeMat Gun is silvered material and is topped with a decorative
capable of removing something from time and sculpture housing the techno-thaumic mechanism
changing everything around it so that nothing else that animates the device. When inactive, it seems
is changed. That is, a person never existed, and yet a dull blue, when active it glows and sparks with
the universe only registers that they no longer are. the intensity of the energy that runs through
That way, they can neither be resurrected, nor is it. Constructed by a dream that sought to never
there a danger of cascade change. The DeMat gun end, it acts effectively as a stress point generator,
is currently resting in several pieces, and the Time connecting any two spaciotemporal points together
Lords studiously make sure that no one knows with an almost instantaneous transit. This is not
where any three are. the full depth of its power, however. What the
dream folk did not know at first was that they had
made a gate that could stabilize any destination,
Key to Time: Thought and thus they could use it to open a permanent
to have been created and overall safe gate into the Vortex. The Vortex
by a deity long dead energies and its malicious will could not pass the
whose portfolio gate, but those who wished to travel the Vortex
included time, the could go in and out with ease. Thus, there are now
Key to Time is most two stable points in the Vortex. The Arch of Rarg
certainly not of arcane and the Untempered Schism on Gallifrey. The
or technological Arch, however, it must be stressed, is far larger
manufacture. It and for once the Gallifreyans have been defeated at
appears as a cube, temporal engineering. The Arch is stabler as well,
usually purple, though and so though one must face the will of the Vortex
it could be any color, at the Schism, there is not as much to fear in Rarg.
fractured into six
sections which can be Book of History: This book is absolutely identical

78
to the Nature, but one Timehaven, unusable
can erase and substitute because over half the
facts, causing the entire gems are now missing.
book to rewrite itself They have an incredible
and causality to take trade value among
the substitution or chronomancers, as
addition into account. Timehaven has offered a
The previous owner, high bounty for any that
who was incidentally are recovered. Other
the previous head of the factions are currently
Order of Disharmonious hoarding the gems
Paradox, was thrown in hopes of one day
along with the book stealing the Weir and
into the Grand Abyss, being able to use their
to fall forever or until own gems.
one of the Demon Lords
notices. It wasn’t the
best solution, but it
seems to have worked
so far and the Book’s
activities have halted.

The Weir of Kandalon:


Kandalon was one
of the most brilliant
temporal engineers
ever to pass through
Timehaven. He’s
been several figures in
history and mythology
as well as having lived
through more than
one iteration. While
still in Timehaven,
he constructed the Weir, which may have been
inspired by the Arch of Rarg in its design.
The Weir at first appears to be a marble arch, with
eighteen large gems mounted along the rim, or
sockets where the gems ought to be. These gems
operate the Weir, which projects a damlike field
across the timestream. The field causes light
turbulence along the timestream, but not enough
to attract a temporal creature’s attention. Using
the gems, someone with the correct knowledge
can move the dam anywhere in time and space,
creating a gate between the two points similar to
a temporal stress point, including the one-way
aspect.
After the primary gems have been adjusted, they
lock into place and become the secondary gems.
They allow the user to use spells like clairaudience,
true seeing and detect invisibility targeted on the
other side of the gate. If found alone, the gems’
secondary powers may be triggered three times a
day.
The Weir is currently sitting in a vault in

79
three main laws worth following, and there have
ORGANIZATIONS been quite a few who have forsaken their own
factions to gain them.
The library alone is worth membership. Every
scrap of knowledge dealing with temporal
science and time magic reside within. There are
GUILD OF TIMEHAVEN no restrictions on reading material, and even the
Nature is open to any who might try to puzzle out
the method behind its organization.
It is quite easy to join the
Guild. All you have to do is Along with the library there
find it. Timehaven is open is also the fact that every
only to those who already member has an apartment
have the talent and their based on their seniority
apprentices, and membership within the organization and
is compulsory for any who as much to eat as they care
wish to use Timehaven’s to have. Most goods and
resources. Guild membership services are free or highly
has few requirements and discounted, as many of
many rewards. those in Timehaven who are
capable of building golems
The main requirement is or summoning servants do
neutrality from temporal so for the entire community
conflicts. The Guild does in hopes of gaining status by
not care what your aims providing the best luxuries
are as long as you do not for their superiors.
involve the Guild itself in The seal of the Guild as it hangs Finally, Timehaven is exactly
a costly and life-consuming in the High Archmage’s office. what the name implies. Ground
war. Thus membership in the that is neutral in every possible
Guild precludes membership way. Those who need
in any non-neutral shelter can rest assured
organization. Thus a that as long as they
Time Lord may join remain in Timehaven,
but not a Guardian or no harm can befall
one from Disharmony. them, even to their
Second is that no pasts. The entire plane
member may take is asymmetrical in
action against another. time. In fact, it does
Temporal conflict one better than being
between Guild asymmetrical. The
members is prohibited current relative time is
and the aggressor the only point in which
in any conflict is a traveler may land,
immediately expelled, whatever time they
retroactive to the themselves have just
beginning of their come from.
membership. Timehaven has a long
Finally, members are recorded history, and
required to log any Trellen Timekeeper
new discoveries and the Githzerai is
provide the Guild currently the 479th
library with copies The seal of the Guild as it hangs High Archmage.
of any manuscript dealing with in the library. The Guild was founded by a
temporal science that is not temporal mage, a human named
already there. Derast who, upon reaching the
The benefits, however, of membership make the elemental plane of Time, chose to settle there. He

80
carved out a small area in which the currents of as much as possible about such a force. As it
time were bent to his will and flowed in the speed currently stands, there is a god who protects the
and direction he chose. He welcomed his fellows Order. Lolth. She finds it an interesting and
as they also journeyed to pay their respects to amusing concept and has gone as far as to install
the plane of time and offered them the benefit of one of her most precious clerics as its leader.
his long study there. In return, they gave him Though the deities of law would take it amiss if she
their knowledge and some also chose to join him went any further, Lolth is considering what she can
and expand his domain with their power. As do for the Order that would not be a declaration of
their numbers grew, he was made the first High war. Just as her opposites are doing the same for
Archmage of the Guild of Timehaven, which also the Guardians.
grew first into a demiplane coplanar with Time
and then into a plane of its own.

ORDER OF
DISHARMONIOUS
PARADOX
The origins of this organization are naturally not Disharmony is the only organization that lacks
even worth asking about. a plane from which to base
If anyone ever started the itself, mainly because such
Order, they have long since an obvious location would
been temporally incurred attract attention. Paradox
in hopes of keeping the HQ has been timelooped,
Guardians from destroying incurred and causally
the entire Order by doing violated enough times that
so in a more damaging way. it cannot be reached by
The members of the Order any who don’t know the
are fanatically devoted to spaciotemporal location of
creating more numerous the one single microscopic
and more damaging hole left in the armor. And
paradoxes. Though many the only way through that is
are capable of stabilizing the performance of several
even the most logic-tearing paradox, they
Seal of the mutually exclusive acts simultaneously.
only use that ability when strengthening Paradoxers The base itself is a hallway leading to a
the contradiction field around their own simple square office where Quazzarra
organization. provides missions for members who are looking
As previously stated, the aims of the Order for something to do.
are simple. Many paradoxes, large paradoxes
and eventually a paradox so amazingly mind-
bending that the multiverse cannot sustain it and GUARDIANS OF THE
all of reality collapses into primeval chaos. For
this reason, it is thought that the Order began TIMELINE
somewhere in the Abyss. No demon lord presently If there was ever a single unbroken and
in power claims the Order as its creation, however. unperturbed historical path, the Guardians wish
Perhaps a conversation with Pazuzu or Pale Night to see it restored. They see no difference between
would offer a hint, but neither are likely to talk a good or a bad change in time. There is only the
about it. one single line and deviations from it. Despite this,
If there are any minds now extant who remember if there is no way to reverse a change completely,
or think they might have once known of this, they they make the repair that seems to cause the most
would be the Eldest Brain, whose memory spans good. This is a concession to the fact that they are
beyond the confines of the current iteration, or led by a Throne Archon and patronized mainly
Asmodeus, who would make it a point to know out of Arcadia and Celestia rather than Mechanus
where their demiplane lies. The powers of

81
and she has led the Guardians ever since.
Celestia and Mechanus, however, collaborated to
construct a second in command who Me’Triniel
gladly accepted. An Inevitable with the shape of
an Astral Deva, the Nameless is expert in tactics
and is also a capable warrior deployed against
Disharmony’s most effective agents.

KRENIM IMPERIUM
No empire has been so effective as the Krenim in
their use of time as a weapon of expansion. Few
enough are even advanced enough to understand
that such weapons and technologies can exist,
much less actually construct them.
Seal of the Guardians
The Krenim have done both. In conjunction with
the secret activities of their
Mechanus as previously incursion ship, the Krenim
mentioned distrust the have built up weapons that
Guardians for their use of can temporally circumvent
what seems like a chaotic defenses. Their empire is
power for an orderly end. only bounded by the aims of
Where the Order of the incursion ship’s captain.
Disharmony’s base is Their seemingly effortless
shadowy and simple, the domination has made the
Guardian’s headquarters Krenim arrogant, belligerent
is large and laid out in two and yet paranoid. No
sections. In the front is a large foreigner of any kind passes
office complex with cubicles their border without stringent
where hundreds of desk checks and inspections.
Guardians watch sections They make war at will and
of the timeline and plot the with confidence that they
changes necessary to make cannot fail. A large military
a single unbroken line. In setback simply means that
the back is a military CIC the incursion ship shows up
where operations against the and removes the offending
enemies of the Guardians are civilization from existence.
planned. It is also where all As far as they are concerned,
the field Guardians go for they have never suffered
their missions and where Me’Triniel is likely Heirotor
to be found.
The original leader and founder of the Guardians,
a Justicator named Heirotor fell in battle against
one of the former heads of Disharmony, and was
in fact the one who fell alongside the Order’s head
into the Grand Abyss with the Book of History.
A Baatezu duke was briefly in charge before
the citizens of Mechanus requested that a less
partial general be found. Mechanus itself offered
a specially constructed Inevitable and Celestia
sought to install one of its own, but eventually,
it was decided that the Inevitable would lack
perspective and a Celestian might not be able to
put aside good for law, so the Arcadian Throne The Krenim can view sections of the
Archon Me’Triniel was chosen as a compromise
fractured timeline

82
military defeat. There are few with the temporal
might to stop the Imperium, but due to its remote It is important for the traveler to realize, however,
location, none have noticed it’s effects. A lesser that just because they seem harmless, that even the
power could halt or even destroy the Imperium, most stuffy Cardinal of the Council is to be trifled
but they would have to find a way to either destroy with. Time Lords are quick to anger when their
or temporally incur the incursion ship. As long as tranquility is threatened and that any Gallifreyan
it remains free, the Krenim are unassailable. met outside of the Citadel is likely nowhere near as
dangerous as those who stay within.
The Time Lords are the primary reason why
paradoxes and changes
within their sphere of
awareness do not function.
Their founder set forth the
THE way time would flow, and
as long as the Citadel stands,
WORSHIPFUL no paradox or change in
the timeline can take hold,
AND ANCIENT save if it were originated on
Gallifrey itself. Any attempt
ORDER OF to navigate the Vortex near
THE LORDS Gallifrey, however, brings
a traveler right up against
OF TIME, the Rassilon Imprimatur, a
field within the Vortex that
DISCIPLES OF forces anything attempting
to leave the Vortex to land on
RASSILON, Gallifrey in their relative present.
The history of the Time Lords is long and a subject
PROTECTORS OF… of contention. The known
facts are that Gallifreyans
used to be far more personally
… And so on and so forth. The powerful than they are now,
Time Lords are, as previously possessing psionics that rivaled
stated, the likely first travelers the Illithids in strength. Then
of time. They are also almost came the era of the Founders,
completely separate from the in which Rassilon, Omega and
dealings of travelers now, as a shadowy figure only know as
few ever leave their home in the Other devised the methods
the Citadel on Gallifrey, and by which unlimited Vortex
most of those are only research transit could be obtained.
and observation teams. The Omega was killed while
Time Lords almost certainly creating the power source,
predate both the Guardians and for a time Rassilon ruled a
and Disharmony, though it is great empire. For reasons still
rumored that both were started unresolved, Rassilon brought
by Time Lord factions. They a halt to the expansionist,
were the first to find and travel arrogant Gallifreyan society
the Vortex, and most travelers and locked their more
believe that they built the ostentatious abilities into the
labyrinth. Their castoffs and criminals have been Artifacts, along with the ability
known to topple empires and conquer star systems to control many aspects of time. It was during this
without apparent effort. Most travelers are era that the Gallifreyans were given the ability to
therefore thankful that the Time Lords are almost regenerate from fatal wounds, and rendered sterile.
always content to sit in their citadel and watch as Rassilon granted himself eternal life, and retired to
time progresses, safe in the knowledge that nothing his tower to sleep until Gallifrey needs him again.
can touch them. Well, almost nothing. An imprint of his mind was left in the Matrix, a

83
database that includes the minds of every member who would try to affect time for their own benefit,
of the Council of Time Lords and every Lord but for the most part Dragons, their kin and their
President who ever held the position. servants will try to prevent time travel when
possible and repair damage to the timestream
when a time traveler has escaped them.
FACTION PARADOX
There is an organized
movement within Time Lord
society that finds the paradox
the highest form of art. They
have no goal, but rather exist
as a conscious counterweight
to the traditional Time Lords.
They act outside of Time
Lord law and are possibly
the only group ever to do so
without being apprehended.
As they are former Time
Lords themselves, they
know exactly how to avoid
detection. Their garments
are made from creatures that
never existed, and they take
pride in doing the logically
impossible. Their leader is
known only as Grandfather
Paradox and may or may
not be the viewer’s future
self. Their base is in an area of time that exists
only on paper, known as the 11-day empire. When
the British Empire first adopted the Gregorian
calendar, and in so doing had to correct their
dating scheme by 11 days (September 2, 1752
being followed by September 14, 1752), Faction
Paradox claimed the missing 11 days as their
base. It is believed that as the Time Lords were
the inspiration for the formation of the Guardians,
so Paradox may have at some point spawned
Disharmony. Both “child” organizations are more
active versions of the Time
Lord factions, dealing with
the travelers who are more
active than the Time Lords as
a whole.

The Time Lords may also


have inspired a small
movement amongst
dragonkin to protect the
timestream. Many Dragons
are lawful by nature, and
their long lives coupled with
a very broad view tend to
put Dragons on the side of
a changeless timestream.
Naturally, there are some

84
all the knowledge and abilities they lusted for in
NEW MONSTERS life, but lack the capacity to use them. The longer
they stay in this state, the less of their corporeal
form is retained, until they are visible only when
they attack.

TEMPORAL STALKER Combat


A Stalker will engage any traveler they come
across, going first and unfailingly for the one with
This humanoid looks like the faded image of a the greatest temporal ability. They will defend
chronomancer. She still holds the tools she used in life, themselves against others, but once the temporal
but a rage burns in her eyes. manipulator is killed,
they will leave at once,
When a powerful their hatred spent for a
temporal manipulator little while. They will
is incurred, the pursue even to the very
process is often left edge of a time-affected
incomplete because of plane, but will not cross
their large footprint the boundary into it.
in the timestream. They may, however,
When this happens, attempt to throw their
instead of being erased most powerful spell as a
entirely, the traveler in hopeful parting shot.
question wakes up on
the elemental plane of Creating a Temporal
time, at first seemingly
Stalker
unharmed. She may
“Temporal Stalker”
even be able to enter
is a template that
the Vortex, and to her
can be added to any
surprise finds that
creature that was both a
the normally chaotic
traveler of time and has
pathway is subdued,
been incurred. Some
causing no harm to her
paradoxers will actually
at all. It’s only when
incur themselves in order
she attempts to set
to gain the powers of a
foot in an environment
Stalker, finding that the
with time that she finds
removal from time is a
herself rebuked. She
price they are willing to
is a Temporal Stalker
pay.
now, undead and yet
Hit Dice: Increase all
seemingly alive in every
current and future hit
way.
dice to d8s or keep at
the base creature’s,
Temporal stalkers are
whichever is higher.
a shadow of their true selves left over when a
Speed: Increases by +60 feet
powerful temporal manipulator is removed from
AC: Gains a +5 natural armor bonus
the timestream. Since their effect on time is so
Attacks: A Stalker retains all natural attacks and
widespread, they cannot wholly be removed from
proficiencies of the base creature. They also gain a
it. As well, no god will take their soul unless
+5 to unarmed strike and a +5 bonus to attacks and
they have been specifically promised it, owing
damage against a timetouched opponent.
to the fact that most of the accords dealing with
Special Qualities: Same as base. In addition,
how souls are apportioned depend on a linear
Stalkers gain undead traits, outsider traits and
timeframe. The transition grants them immortality,
various other qualities.
a far more complete picture of time than they had
Eternal: A Temporal Stalker cannot be affected
in life, and an intense hatred towards all those who
by time-bases spells or abilities unless otherwise
travel at will through their domain. They possess
noted.

85
Timeless: A Temporal Stalker may not inhabit a now. Several varieties of Dalek exist, though they
continuum that is not timeless. If the Stalker is manage to avoid one another.
forced to enter a timed environment, the Stalker Their creator, Davros, has managed to survive
is obliterated, the incursion finally completed. A through most of time, though not using time
successful Temporal Strike will have the same travel. He has taken the slow road, and so is older
effect, as will being contained within a Timelock than many gods. He was once seen as a god by
Seal or similar. his creations, but they soon came to view him
Temporal Immunities: Stalkers are immune to as just another tool. Last time they met, he was
Vortex damage and the detrimental effects of imprisoned and forced to help them.
using temporal abilities. For the purposes of using
temporal blast attacks, assume the Stalker has an Combat
infinite store of points to use up. Daleks will often take prisoners at first, but if a
Absolute Navigation: Up to the point of exit, prisoner turns out to be too intelligent or otherwise
the Stalker cannot get lost within a timeless unsuitable, they are immediately exterminated.
environment. If a single person fights back, that usually spells
Special attacks: Stalkers retain all the creature’s death for the entire group. At that point, it is to
special attacks plus the following. be expected that a Dalek will simply open fire on
Improved temporal blast: The Stalker gains a +3d6 to anything that moves and is not another Dalek.
its temporal blast ability. If the Stalker didn’t have Once battle has begun, there is no strategy. They
any in life, it now does at 3d6. kill everything or are destroyed.
Spells: The Temporal Stalker gains two spell slots
for each spell level, which are filled with temporal Dalek Traits: All Daleks share the same basic
spells. construction and characteristics unless otherwise
Wisdom drain: If the Temporal Stalker makes a noted. Daleks cannot take an attack of opportunity
successful touch attack, they can drain 1d6 wisdom against a target that is not directly in front of them.
points. If the target’s wisdom falls to 0, they They are unaware of activity that is not within a
are incurred and become a Stalker themselves. 45 degree cone in front of them. They must be
Stalkers only ever use this on other manipulators. upright to function and cannot trundle up or down
Skills: Stalkers gain a +4 to Wisdom and stairs without a means of flight. An inline of more
Intelligence, being undead, Stalkers have no than 50 degrees is also unscalable for a Dalek
constitution score. due to their weight. A called shot to the eye stalk
bypasses damage reduction and causes a Dalek to
go blind and randomly spin around, firing in all
DALEKS directions until it explodes three turns later. The
self-destruct will occur any time a Dalek is blinded
by anything, including covering it with a solid
This creature appears to be a salt shaker with two
object. Destroying a Dalek by cracking open its
sticklike arms and an eyestalk on the front of its dome.
armor only stops the machine, and the Kaled inside
One arm is hollow, the other terminates in a large
escapes two turns later unless destroyed. Tipping
sucker like a starfish. A pair of lights are placed like ears
over a Dalek results in its deactivation, but requires
on the top of its dome and it is covered in large bumps.
a DC 30 strength check or a DC 15 strength check
It speaks in a loud, grating monotone and repeats itself
to get behind it and push it off a cliff. A fall of
constantly.
between 15 and 100 feet, however, cracks open
the armor but fails to kill the Kaled. Daleks do
Daleks are perhaps the most dangerous thing a
not suffer from exposure to the elements nor from
traveler can end up facing. They were created
most elemental attacks. They take half damage
with a hatred of all life and a will to dominate.
from electricity and full damage from both positive
Though originally rife with weaknesses, the race
and negative energy, as well as psionics, Vortex
has constantly improved itself, gaining time travel
energy and Hellfire.
about midway through its history.
The name ‘Dalek’ refers usually to the construct
Magic immunity: All Daleks are immune to
that the true creature, the Kaled, which is an
spells that affect the Kaled unless that spell does
aberration that, though capable of independent
not require a touch or ranged touch to work.
movement and attack, is ultimately very
Otherwise, use their elemental immunities to
vulnerable. The Kaleds were originally humanoid,
decide.
but a thousand-year war with another humanoid
race left them mutated into the aberrations they are

86
Early Daleks
In the earliest times of Dalek construction, they
required vast amounts of power that could not be
entirely included within them. They also relied
heavily on humanoid slaves and devices to help
them.

87
Early Dalek Middle Dalek Special Late Dalek Modern Dalek Kaled Davros
Weapons
Dalek
Medium Medium Medium Medium Medium Small Medium
Construct Construct Construct Construct Construct Aberration Humanoid
Hit Dice 50d10(255 hp) 70d10(355 hp) 50d12 70d12(425 hp) 50d20(505 hp 6d4(16 hp) 20d4(40 hp)
(305 hp)
Initiative -5 -4 -5 -4 -3 +10 -5
Speed 10 ft. (2 squares) 10 ft. (2 squares) 5 ft. (1 20 ft. (4 squares), 20 ft. (4 squares) 40 ft. (8 10 ft. (2
square) 10 ft. fly 20 ft. fly squares) 10 squares)
ft. leap

Armor Class 20 (-5 dex, +25 23 (-4 dex, +27 24 (-5 dex, 26 (-4 dex, +30 32 (-3 dex, +35 15(+4 dex, 5(-5 dex) touch
natural) touch natural) touch +29 natural) natural) touch natural) touch +1 size), 5
5 6 touch 5 6 7 touch 14

Attacks 2 Arm cannon 2 Arm cannon Main 2 Arm cannon 2 Arm cannon Leap attack
blasts blasts Cannon Blast blasts blasts +3 melee
-5 ranged -4 ranged -5 ranged -4 ranged -3 ranged or
Attach Sucker +0
melee
Damage Arm cannon Arm cannon Main Arm cannon Arm cannon Leap attack
blast 10d10+5 blast 12d10+5 cannon blast blast 15d10+5 blast 18d10+5 1d6+3
20d20+50 Or Sucker
1d10+0
Reach 5 ft/5ft/5ft 5 ft/5ft/5ft 5 ft/5ft/5ft 5 ft/5ft/5ft 5 ft/5ft/5ft 5ft/5ft/5ft 5 ft/5ft/5ft

Special - - - - - - Mind control,


Attacks Chain Lightning

Special Construct Construct traits, Construct Construct Construct traits,


Qualities traits, magic magic immunity, traits, magic traits, magic magic immunity,
immunity, DR DR 20/+3, Dalek immunity, immunity, DR DR 30/+5, Dalek
20/+3, Dalek Traits DR 25/+3, 20/+4, Dalek Traits,
Traits, Limited Dalek Traits, Traits Ranged
mobility Slow turn immunity,
Disintegration
field
Saves Fort +18, Ref Fort +18, Ref Fort +18, Ref Fort +18, Ref Fort +18, Ref Fort + 0, Fort -3, Ref
-5, Will +18 -4, Will +18 -5, Will +18 -4, Will +18 -3, Will +18 Ref +10, -5, Will +25
Will +5

Abilities Str 10, Dex 1, Str 10, Dex 2, Str 14, Dex 1, Str 10, Dex 3, Str 10, Dex 4, Str 16, Dex Str 2, Dex 1,
Con -, Int 18, Con -, Int 20, Wis Con -, Int 18, Con -, Int 22, Con -, Int 25, 18, Con 10, Con 4, Int 30,
Wis 6, Cha 1 6, Cha 1 Wis 6, Cha 1 Wis 6, Cha 1 Wis 6, Cha 1 Int var, Wis Wis 8, Cha 6
6, Cha 1

Skills Intimidate +20 Intimidate +25, - Intimidate +30, Intimidate +40 Climb + Bluff +10, Use
Sense motive Sense motive 10, Hide device +20,
+ 10 +15 +5, Move Knowledge(all)
Silently + 25
+10
Feats - Die hard Die hard Die hard Die hard Die hard
Environment Any Any Any Any Any Temperate Any
Organization cmpany(5-10), Company(5-10), Solitary Company(5-10), Company(5-10), Solitary Unique
battalion(20-30) battalion(20-30) battalion(20-30) battalion(20-30)
Invasion Invasion Invasion Invasion
fleet(400-500) fleet(400-500) fleet(400-500) fleet(400k-500k)
Challenge 20 21 22 23 24 15 20
Rating
Treasure Standard Standard Standard Standard Standard None Double
Alignment Chaotic evil Chaotic evil Chaotic evil Chaotic evil Chaotic evil Chaotic Chaotic evil
evil

88
Combat Late Daleks
Early Daleks are the only kind that are forced By this point in their history, Daleks had found
to use humanoids for attack purposes as well as something they despised more than humanoids
everything who hid behind walls. Humanoids who ran up
else. Because of their limited mobility, they require stairs in buildings that were too valuable to simply
extensive preparation before they can make obliterate. By this point, as well, they found that
appearances themselves. Once there, however, humanoids who were free of mind had a tendency
they fight like all Daleks. Kill everything. to be lazy and disloyal, so they stopped the
Limited mobility: Daleks need to rest on a metal widespread enslavement of humanoids and kept
track leading to their power source at all times. If a few mind-controlled for covert missions. The
they move off the track, or it is cut off from their rest were liquidated. They also dealt with stair-
power source, they are rendered inert. climbing humanoids by developing a slow flight
that let them follow, albeit not as quickly.
Middle Daleks Combat
Late Daleks are little different from their earlier
Perfecting an internal power source was the first
selves in fighting form. They tend towards
step to a more effective fighting force. Now free
overwhelming force even more than the others, but
to move about outside of the conquered territory,
not by much.
Daleks rely more on their own personal abilities
Magic immunity: Late Daleks have become less
and less on devices and slaves. They still enslave
susceptible to mind control and are immune to all
as a matter of course, as no Dalek would ever
forms of Dominate
labor. They have also gained basic truth telling
abilities and the power to gauge how intelligent a
humanoid is by probing them. Modern Daleks
In the latter half of the Middle Dalek era, Daleks Modern Daleks have improved themselves in
gained basic time travel. They could only open up several more key ways. First, they can now travel
corridors in the Labyrinth, but it was a start. through the Vortex with decent accuracy in their
Combat ships. They also have personal Vortex transit, but
Middle Daleks have not lost their abilities with that often results in heavy damage and a Genius
subterfuge, and when planning an advance Loci Dalek. They have also developed shielding
operation, usually prefer to work through from missiles and a disintegration field. They
humanoid intermediaries until an area is secure. can still be harmed, but it is far more difficult.
Then they come in numbers. Mundane ranged attacks have no effect at all, even
if the missile has significant enhancement, meaning
Special Weapons Daleks that their eyestalk especially is that much more
For a brief interval, it seemed necessary to have difficult to hit. The disintegration field means
a siege engine model. While their arm cannons that simply covering the eyestalk does not work
usually did the job, the Daleks had gotten tired anymore. It must be destroyed.
of humanoids escaping behind sturdy doors and Combat
walls. So, they developed the special weapons Modern Daleks prefer to attack in large numbers,
Dalek. It’s entire function was to join a company of and they almost never engage in covert operations
Daleks and demolish anything that was too tough anymore.
for their normal weapons. Magic Immunity: Modern Daleks are immune to
Combat missile-based spells.
Special Weapons Daleks only show up in cases Ranged immunity: Modern Daleks are not affected
where it seems likely that demolition will be by missile attacks of any kind, unless they do
necessary. They are rarely used directly in combat, Hellfire or Vortex damage.
due to their cumbersome maneuverability. They
are dangerous, however, if one tries to take cover, Kaleds
as both the cover and the combatant behind it are The aberration inside of a Dalek is rarely seen. It
likely to go together when the Dalek fires. is usually killed by the destruction of the Dalek
Slow Turn: A Special Weapons Dalek is even itself, but on some occasions, it is merely forced
slower than a regular Dalek. It takes a full round to leave the shell and attack on its own. Without
action to reorient itself in combat. the life support systems of the Dalek, the Kaled
has a lifespan of only a day or two, but is quite

89
dangerous even at the very end.
Combat
Kaleds have no teeth or claws, but a very strong
tentacle, which they attempt to use to throttle a
PARADOXASAUR
victim. On a successful leap attack, a Kaled will
latch on to a victim with a +10 to grapple and try to This creature appears to be… gone.
asphyxiate him. A Kaled cannot make an unarmed
strike attack. Paradoxasaurs are difficult to explain. They are
a breed of dinosaur that was erased from time
during a changed calculated. By a strange twist of
temporal mechanics, however, a mating pair were
Davros brought to the menagerie of Timehaven before the
The last recognizably humanoid Kaled was also change was initiated. The paradox of people being
the one who built the Dalek armor for them. At able to look at and interact with a creature that
the time, the Kaleds were still vaguely humanoid never existed was solved by the Paradoxasaur race
and were mentally typical for the race. Davros being given the defense mechanism of only existing
accelerated the mutation process and removed if no one in the vicinity believed in them. The
all emotions he believed were weak. The result problem with this was obvious as soon as the first
was the murderous, hateful creatures the Kaleds person looked right at the dinosaur and realized
are now. The Dalek design was modeled after what it was. Paradoxasaurs are now prized as
his own wheelchair, which contained the life a power source. The energy generated as they
support system necessary to keep him from dying oscillate between existence and oblivion at high
like his creations would outside of their own, speed has meant a clean and inexhaustible power
and provided him with some mobility. Though supply for many timefaring civilizations. For the
an attempt was made at temporal intervention, few times in which it matters, the Paradoxasaur
Davros was actually happy to learn what the can be treated as a type of Brontosaurus(though a
Daleks would eventually do. He was less happy reddish-purple color), which ironically also doesn’t
when they decided he was a liability and shot exist. The skulls of both creatures are prized
him. After several hundred years, the Daleks went greatly by members of Faction Paradox.
looking for him to help him with a war they were
losing. They found him alive; his life support
systems had managed to regenerate him. From REAPER
then on, he was sometimes imprisoned by his
enemies, sometimes by his creations. At times, he
even managed to rule the Daleks. Large Outsider(Lawful)
Combat Hit Dice: 12d8+48(102 hp)
Davros is not particularly dangerous in a direct Initiative: +5
fight and does his best not to enter one. This does Speed: 30 ft, fly 60 ft
not mean he cannot cause harm, just that it’s pretty AC: 24(-1 size, +5 dex, +10 natural)
much over if someone gets within melee distance Attacks: 4 claws +10 melee, 2 bite +5 melee, scythe
of him, which rarely happens. tail +15 melee
Mind control: Davros can, with enough time, cause Damage: claw 2d6+5, bite 1d10+5, scythe tail
almost any organic being to become loyal to him. 2d8+5
This is the reason Modern Daleks developed an Reach: 10 ft/10ft/10ft
immunity. They were tired of him taking over Special Attacks: -
their fleets. Special Qualities: Pass through walls, Open the
Chain Lightning: Davros can cast Chain lightning as Vortex, Close the Vortex, Swarm
the spell. There is a 1d4-1 round cool-down for this Saves: Fort +15, Ref +15, Will +5
ability. Abilities: Str 20, Dex 20, Con 18, Int 8, Wis 6, Cha 4
Wizard spells: Davros is a brilliant mind, and it can Skills: Climb +10, Swim +10
be assumed that if he is inhabiting a world with Feats: Timetouched
magic, he would have learned a great deal in a Climate/Terrain: Vortex and near paradoxes
short time. Assume he can cast spells as a 20th level Organization: Hunting pack(5-10)
wizard, and may have even managed to put an Challenge Rating: 11
epic spell up his leather sleeve. Treasure: None
Alignment: Lawful Neutral

90
they had the Brilliant Energy enchantment.
You are faced with what appears to be a Demon from the Open the Vortex: Reapers can pass in and out of
Abyss. Colossal bat wings sprout from a snakelike body the Vortex at will.
crowned with a saurian head with glowing red eyes. A Close the Vortex: When a Reaper appears, it
tail ended in a scythe blade flashes over its shoulder and suppresses any non-Reaper attempt to enter or
its four arms grasp at you. A mouth on its chest seems leave the Vortex within a range of 6 months/1
as ready to tear flesh as the one on its head. mile.
Swarm: When a Reaper is killed, there is a 30%
Reapers are a chance that another
native inhabitant Reaper will appear
of the Vortex. one round later
Whether created at that Reaper’s
as a defense location.
mechanism or
simply evolving
to fill a niche,
Reapers feed off
of paradoxes that
have not been
properly stabilized.
When one forms,
the Reapers
appear almost
immediately,
sealing off all
methods of
temporal escape
and then hunting
down anyone
and anything that
doesn’t belong in
that time. They
are creatures of
establishment, and are hindered by resistance from
something that has existed for a long time. They TEMPORAL DOG
can pass through solid objects, but the longer it
has occupied a location, the harder it is for them to
go through. They will not stop hunting until the Medium Outsider
paradox is removed, they are all killed or the one Hit Dice: 5d6+15(30 hp)
who created the paradox has been devoured. Initiative: +4
Speed: 40 ft, timerun 80 ft
Combat
AC: 18(+4 dex, +4 natural)
Reapers will swoop down and grab on to a target
Attacks: Bite +5 melee
with all four claws. It then attempts to bite with
Damage: Bite 1d6
both mouths and quickly dispatch the victim with
Reach: 5ft/5ft
its tail. They’ll also herd multiple targets into
Special Attacks: -
corners to make them easier to kill.
Special Qualities: Timeslip, scent, call strand
Pass through walls: Reapers are not entirely on the
Saves: Fort +5, Ref +10, Will +5
Prime Material even when hunting. As such, they
Abilities: Str 12, Dex 18, Con 16, Int 12, Wis 20,
can bypass many solid objects. They are creatures
Cha 12
of time, however, and their method is to sidestep
Skills: Hide +5, Listen +6, Sense Motive +7, Spot
the object by rewinding it until it isn’t there. The
+10, Survival +6
longer a structure has stood, the longer that process
Feats: Timetouched, Iron Will, Run, Track
takes. A portable object hinders them not at all.
Climate/Terrain: Temporal Prime
For each decade a structure has stood in a location,
Organization: Solitary, pair, or pack (7-16)
add one second to the time taken to bypass. For
Challenge Rating: 4
the purposes of AC, treat all Reaper attacks as if
Treasure: Double Standard

91
Alignment: Usually lawful good
CHRONOVORE
At first, you might mistake what was in front of you for
a Blink Dog.
Small Outsider
That is, after all, what Hit Dice: 10d8 (41 hp)
it actually is. Like Initiative: +6
the Paradoxasaur, the Speed: 30 ft. fly 50 ft.
Temporal Dog is a timerun 60 ft.
mundane animal that AC: 18(+1 size, +1 dex,
was affected by temporal +6 natural)
science. A traveler was Attacks: 2 Claws +4
fighting alongside his melee
Blink Dog ally when it Damage: 1d3 + 1d4
became obvious that a Vortex
retreat was necessary. Reach: 5ft/5ft
She timeslipped just as her Special Attacks:
dog blinked. Both landed Breath weapon, spell-
in Temporal Prime, but like abilities, Summon
the next time the dog Chronovore, devour
used its ability to try to timeline
escape, it found itself Special Qualities:
in Prime again. They Damage reduction 5/
eventually went their magic, darkvision 60 ft.,
separate ways, and the Blink Dog went home to fast healing 2, immunity
teach his family how to timeslip. Eventually, they to time, vulnerability to linearity, temporal
took up permanent residence on Prime, finding the piggyback
native food, the tempsynth, to be a suitable diet. Saves: Fort +4, Ref +5, Will +4
They gained a rapport with the Strands, and are Abilities: Str 12, Dex 14, Con 12, Int 12, Wis 20,
often seen at the side of travelers they’ve come to Cha 16
trust. They keep a store of treasure and magical Skills: Bluff +12, Escape Artist +7, Hide +11,
items in their dens to lure away unsavory travelers. Listen +6, Diplomacy +4, Disguise +10 (+4 acting),
They sometimes give them as gifts to those Move Silently +7, Spot +6, Use Rope +1 (+3 with
travelers they trust and have decided to join. They bindings)
make excellent guides in Prime and are capable of Feats: Timetouched, Dodge, Improved Initiative
moving at high speed along the timelines. Climate/Terrain: Temporal Prime and Elemental
Plane of Time
Organization: Solitary (1), gang (2–4), or mob
Combat
(5–12)
Temporal Dogs will defend their dens with their
Challenge Rating: 10
lives, but otherwise prefer to use misdirection
Treasure: Standard
in combat, forcing travelers to follow them in
Alignment: Chaotic Neutral
confusing paths and eventually losing them in
the maelstroms that form whenever a Vortex hole
What looks from a distance to be an air or perhaps a
opens. When forced to fight, they’ll often timeslip
steam mephit turns out to be something quite different.
several times in order to try to run their opponent
A featureless glowing body topped with a helmet-like
out of magic. If that fails, they’ll call on the strands
head, which turns, showing eyes with a great deal more
to force the enemy to leave.
power than the average mephit. It flies towards you,
Timeslip: A Temporal Dog can timeslip(caster level
voids opening up on its hands.
10th) at will.
Call Strand: A Temporal Dog can quadruple the
Chronovores are mephits associated with the
chance and number of Strand encounters at will.
elemental plane of Time. They never associate with
They also have an immunity to Strands and can
other elements of their kind, and are often found
extend this to their companions.
alone. Temporal Prime is more a prison to them
than a home, however, as the tempsynth is a boring
and foul tasting substance to their palate. They

92
prefer timelines, which they can see and touch in affected by Vortex damage.
Temporal Prime, but cannot directly affect. They Vulnerability to linearity: If a chronovore is
are often found gnawing on them, which produces exposed to linear time for more than one hour
a feeling of dread if the line belongs to a person without eating a timeline, the chronovore
and other odd effects if it belongs to something dissolves.
much larger. If one encounters a traveler in Prime,
it darkens itself to hide from the traveler and
summons as many of its fellows as it can. When
they observe the traveler preparing to return to
reality, they descend at the last moment and use CHRONOVOID
their temporal piggyback ability to follow into
whatever plane the traveler was returning to. They Huge, Large, Medium, Small Ooze
then proceed to show why they don’t get along Hit Dice: 10d12+60(126 hp), 10d4+60(82 hp),
with other mephits. They start off by consuming 10d2+60(71 hp), 66hp
the timeline of the traveler, which is their favorite, Initiative: -5
and move on to living things around them. This Speed: timerun 30 ft.
escalates until they gain enough strength to call out AC: 3(-2 size, -5 dex), 4(-1 size, -5 dex), 5(-5 dex),
to Prime for others of their race, who help them to 6(+1 size, -5 dex)
consume the entire plane’s timeline. Though many Attacks: Slam +8 melee(+7, +6, +5)
are infinite in breadth, there are very few planes Damage: 2d6+4(+3, +2, +1) (damage caused by
with an infinite timeline and so the Chronovores necrosis of the limb as its aging accelerates)
are very dangerous if let loose. Luckily, they are Reach: 5ft/5ft
also very weak physically, and a determined group Special Attacks: Absorb, divide, reform
of adventurers can usually stem the flow and deal Special Qualities: Magic vulnerability/weapon
with the problem. immunity, limited catastrophic regeneration
Combat Saves: Fort +9, Ref –2, Will –2
Chronovores are very much aware of their own Abilities: Str 17(16, 14, 12), Dex 1, Con 22, Int 9,
frailty, and will avoid tangling with anything that Wis 5, Cha 1
seems too strong until they can swarm in numbers. Skills: Climb +11
They attack with their claws, and on a successful Feats:
hit will try to eat the timeline of the target they are Climate/Terrain: Temporal Prime
fighting. Organization: Solitary
Breath weapon: A Chronovore can use a temporal Challenge Rating: 12
blast as a first level temporal warlock, but does not Treasure: Double Standard
have wisdom drain Alignment: Neutral
Spell-like abilities: Chronovores may use discern
temporal energy, lesser timeburst, anticipate temporal Chronovoids cannot exist in reality, but are one of
shift and timestop once per day. the greatest hazards in Temporal Prime. They are
Summon Chronovore: Once per day, a chronovore a common occurrence and are strongly attracted to
can attempt to summon another chronovore of the linear creatures. A chronovoid appears as a blob of
same variety, much as though casting a summon gelatinous matter that holds a roughly ovoid shape.
monster spell, but with only a 25% chance of The surface of the chronovoid is an iridescent
success. Roll d%: On a failure, no creature answers film, not unlike a drop of oil on the surface of
the summons that day. A chronovore that has water. Its internals are a dull gelatin. The size of
just been summoned cannot use its own summon this creature varies as it is a communal organism
ability for 1 hour. This ability is the equivalent of a that can separate into smaller forms. Its largest
2nd-level spell. formation is a huge creature, which can divide into
Devour timeline: On a successful hit with a three large creatures. Each of these may divide in
Chronovore’s claw, the target must make a Will half twice more to form six medium and twelve
save (DC 15+the number of Chronovores they small creatures respectively. Any combination of
are fighting) to avoid having their timeline eaten, these is possible. A chronovoid usually travels
effectively incurring them. as three large creatures to facilitate division or
Fast Healing (Ex): A chronovore heals only if it is reformation. Chronovoids are usually found
outside of linear time. traveling along the smaller timelines, surrounding
Immunity to time: Time-based spells and effects them. They ignore all natural denizens of Prime
do not affect chronovores. They are, however, including the tempsynth. They only attack linear

93
creatures. They possess the treasure of those Saves: Fort +4, Ref +5, Will +0
they’ve absorbed so far inside of them. Unlike Abilities: Str 14, Dex 24, Con 16, Int 7, Wis 40, Cha
most ooze’s, chronovoids are somewhat intelligent, 5
but lack many of the common ooze traits. They are Skills: -
in fact more like a cross between a giant bacterium Feats: Timetouched
and an actual ooze. Climate/Terrain: Temporal Prime, Void
Combat Organization: Solitary (1)
Chronovoids will always attempt to envelop and Challenge Rating: 7
then dissolve an opponent. If a magic wielder Treasure: None
is encountered, attacks are focused in them Alignment: Neutral
and anyone with a magical weapon. To ensure
survival, a small-sized section is often kept out of
the battle. Out of the darkness of the Void swims a huge stingray.
Absorb: On a successful slam, the chronovoid will It seems uninterested in you, and in the other creatures
attempt to grapple the opponent. If successful and around it, passing out of sight in a burst of speed.
the chronovoid is at least one size category larger,
the chronovoid will absorb the opponent. Damage Gliders are large, kitelike creatures that drift along
per turn then increases to 3d6 and the opponent in the Void or close to the surface of a timestream.
may only damage on a critical hit. They never travel to reality, though there is
Divide: A full round action allows a chronovoid speculation that nothing besides preference stops
that has not reached its limit to divide them. Each looks like a black manta ray without
Reform: A full round action allows two or more a tail, whose wings flex slightly, though for no
chronovoid sections to reform into a larger one apparent reason. They have never been seen to
Magic vulnerability/weapon immunity: Because willingly stop, nor eat. They take no interest in
of their nature, most weapons pass through their surroundings, simply flying around. They
chronovoids without doing any damage. can pass through the Void without being slowed or
Nonmagical weapons cannot harm a chronovoid damaged.
at all. However, for every +1 of magical bonus A Glider is large enough to carry one passenger,
or three spell levels, a chronovoid takes another but to do so, the person must first provoke an
50% of damage from it. Thus a +1 sword or a spell attack, then make a reflex save(DC 20) to get
of levels 1-3 will do 50% damage. A +2 or a 4-6 on the Glider’s back. If they do only nonlethal
will do 100% and a +3 or 7-9 will do 150%. Once damage from then on, they can continually control
attacked by a magical weapon, a chronovoid will the creature, forcing it to go in the direction they
focus all of its attacks on the wielder. choose. They take the same amount of damage
Limited catastrophic regeneration: A chronovoid from passing through the Void if they choose to,
section that is destroyed explodes into thousands and the Gliders do not know which part of Prime
of droplets that cling to the nearest timeline. Any is which plane. They will not pass out of Prime
section of the chronovoid, even the small-sized unless forced to.
ones, that remains intact and ambulatory can Combat
rebuild the entire chronovoid from the droplets. Gliders only attack when provoked, and will often
There is a +1000 XP bonus for destroying the entire retreat rather than react. When they do attack, they
chronovoid. will simply keep slamming the opponent until they
are no longer threatened.

TEMPORAL GLIDER
Large Outsider VOID SPIDER
Hit Dice: 10d10+30 (81 hp) Large Outsider
Initiative: +7 Hit Dice: 15d8+60 (121 hp)
Speed: timerun 100 ft. Initiative: +5
AC: 20(-1 size, +7 dex, +4 natural) Speed: timerun 60 ft.
Attacks: Slam +2 melee AC: 16(-1 size, +5 dex, +2 natural)
Damage: 2d6+2 Attacks: Bite +5 melee
Reach: 5ft/5ft Damage: 5d8+5 + poison
Special Attacks: - Reach: 5ft/5ft
Special Qualities: Damage immunity(nonmagical) Special Attacks: Poison
50%, Damage immunity(Void) 100% Special Qualities: Damage immunity(Vortex)

94
100%, Damage immunity(Void) 100%, timeslip, secondary damage 3d8 Str. The save DC is
Vortex navigation Constitution-based.
Saves: Fort +4, Ref +5, Will +0
Abilities: Str 14, Dex 24, Con 16, Int 7, Wis 40, Cha
5 TEMPORAL ELEMENTAL
Skills: - Huge Elemental (Time, Extraplanar)
Feats: Timetouched Hit Dice: 25d8+ 75(191 hp)
Climate/Terrain: Temporal Prime, Void Initiative: +15
Organization: Solitary (1) Speed: 60 ft, timerun 500 ft.
Challenge Rating: 17 AC: 28(-2 size, +10 dex, +10 natural)
Treasure: None Attacks: Slam +20 melee
Alignment: Neutral Damage: 2d8+5 plus 1d8 Vortex plus 1d8 random
time plus 1d8 Void
This blue-black colossal spider is almost invisible in the Reach: 15ft/15ft
Void, visible only when you’ve already gotten caught in Special Attacks: Timestorm
the black strands of its web. Special Qualities: Damage reduction 10/–,
darkvision 60 ft., elemental traits, immunity to
Void spiders are another race that started time, vulnerability to timelessness
in normal reality and migrated into the Saves: Fort +12, Ref +28, Will +40
transtemporal, and in very similar circumstances Abilities: Str 20, Dex 30, Con 16, Int 8, Wis 60, Cha
to those of the Temporal Dog. The original Void 11
Spiders were Phase Spiders that used their power Skills: Listen +28, Spot +29
to escape a traveler, who was attempting to throw Feats: Timetouched, Alertness, Blind Fight, Combat
them into the Vortex as they dematerialized. The Reflexes, Dodge, Improved Initiative, Iron Will,
Ethereal Plane, however, was not far enough to Mobility, Spring Attack, Weapon Finesse, Weapon
run, and the Phase Spiders were trapped in the Focus (slam)
Vortex. However, they found that because the Climate/Terrain: Elemental Plane of Time
gate had opened in the material, and they were Organization: Solitary (1)
immaterial, they were unaffected by the energies Challenge Rating: 13
of the Vortex. This also had the effect of making Treasure: None
it impossible for them to leave the transtemporal Alignment: Neutral
domain. Instead, they found themselves hurled
into Temporal Prime, where they made their The sands of time have come alive swirl in a chaotic,
homes in the Void. The rules of the transtemporal vaguely humanoid, shape. Eyes of deep, infinite black
domain turned out in their favor. Their status stare out from the top of the creature. They hold little
made them immune to the inherently damaging intelligence, but a boundless wisdom. Claws of chaotic
aspects of the Void and Vortex, while leaving them energy spring from its fists.
material enough to hunt the denizens of Prime and
of the Vortex. Though they usually spin their webs Temporal Elementals are like but unlike their kin
in the Void, hoping for a Glider or errant Dog, they on the other elemental planes. Weaker physically
have also been known to put their web across parts than most others, they make up for their deficiency
of the Vortex. Though a TARDIS would simply by being far more agile, and possessing more
pass through this barrier, a Temporal Warlock or dangerous powers. A Temporal Elemental can go
Mage relying on their damage reduction would anywhere that time exists, causing havoc in the
not. places where time is regulated by an intelligent
Combat force. Wherever they pass, ordered time breaks
Void Spiders’ webs are invisible unless Detect down and anything can happen in any order.
Temporal Anomaly is cast. Void Spiders rarely Effects must still have cause, but not necessarily in
attack unless their subject is already in their web, order.
which demands a Reflex Save(DC 22) to avoid and Combat
a Strength check(DC 30) to escape. Temporal Elementals strike with the fury of the
Once in combat, the Void Spider will bite and Vortex, time itself and the Void. They are made
poison until the opponent is weak. They prefer up of the sands which make time, the Void which
their opponents to be alive in order to assure the delineates it and the Vortex which permeates.
warmth of their blood. It rarely fights willingly, having the instinctual
Poison: Injury, Fortitude DC 17, initial and realization that it is breaking down reality, and

95
its own existence is contingent on the order of the to go anywhere that lacks a linear time excepting
cosmos giving it an elemental plane. the Prime. Despite being part Vortex, they cannot
Timestorm: Once every 1d4 rounds, a Temporal travel it, though they can will themselves to any
Elemental can force the sand, the Void and the point in the Prime and timeslip from that location.
Vortex to meet outside of itself, momentarily In that way, they are the natural enemies of the
destroying time. 1d6 temporal effects from the Stalkers, though their pacifistic nature and the
Temporal Mage spell list manifest. Roll a d10 each Stalkers’ sense of self-preservation keep strife
time to determine what level, and randomly pick between the two to a minimum.
a spell to manifest. If a 6 is rolled for the number Combat
of effects, the last one comes from the Temporal Time Dimensionals do not like combat, but will
Warlock list(roll a d4 to determine level). fight when linearity is threatened or when forced
by an outside circumstance.
Forward/Reverse Blast: Time Dimensionals can
TIME DIMENSIONAL cast forward blast and reverse blast as a 20th level
Large Elemental (Time, Extraplanar) Warlock.
Hit Dice: 10d8+ 20(61 hp) Timesense: Dimensionals have a perfect sense
Initiative: +10 of causality, granting them foreknowledge of
Speed: 60 ft, timerun 200 ft. everything an opponent is about to do. If they
AC: 20(-1 size, +7 dex, +4 natural) choose to do so, they may retreat to the edge of
Attacks: Slam +8 melee combat and communicate that knowledge to their
Damage: 2d6+2 plus 1d6 Void plus 1d6 Vortex allies, granting them premonition for as long at the
Reach: 10ft/10ft Dimensional concentrates.
Special Attacks: Forward/Reverse Blast
Special Qualities: Damage reduction 40/–,
darkvision 60 ft., elemental traits, immunity to GALLIFREYAN
time, vulnerability to nonlinearity, timesight Modern Old Gallifreyan
Saves: Fort +4, Ref +15, Will +20 Gallifreyan
Medium Medium
Abilities: Str 12, Dex 24, Con 14, Int 20, Wis 40, Humanoid Humanoid
Cha 11
Hit Dice 5d4-5(11 hp) 5d8+10(51 hp)
Skills: Listen +5, Spot +6 Initiative +1 +2
Feats: Timetouched, Dodge, Improved Initiative , Speed 30 ft. (6 squares) 30 ft. (6 squares)
Mobility, Spring Attack, Weapon Finesse Armor Class 11(+1 dex) 12 (+2 dex)
Attacks - -
Climate/Terrain: Elemental Plane of Time
Organization: Solitary (1) Damage - -
Reach 5 ft/5ft 5 ft/5ft
Challenge Rating: 7 Special Attacks Charm person Dominate person
Treasure: None Special Qualities Hold breath, Hold breath,
Alignment: Lawful Neutral resistant resistant
to poison, to poison,
regeneration regeneration
This creature is tall and elegant, a perfect humanoid
5, regenerative 5, store air,
form made up of the darkness of the Void and the silver revival, store air, timesense,
of the timelines. Its eyes and open mouth glow with the timesense telepathy
Vortex’s energy. Saves Fort +2, Ref Fort +6, Ref
+2, Will +4 +5, Will +10
Abilities Str 8, Dex 12, Con Str 12, Dex 14,
Time Dimensionals are a lesser kin of the 8, Int 18, Wis 16, Con 14, Int 20,
Elementals of their plane, though also far more Cha 18 Wis 20, Cha 16
intelligent. Born from the subplane of the Prime, Skills +1 Concentration, +10 Concentration
+2 Sleight of
they see the timelines and all that they were, will Hand
be, and might be if something were to change. On Feats Die Hard Die hard
principle they oppose anything that fractures the Environment Any Any
Organization Solitary(1), Solitary(1),
timelines further, and so are the Guardians’ allies Pair(2), TARDIS Pair(2), TARDIS
in the Prime. They are also, however, keenly aware Crew(6), Crew(6),
of the suffering of life, and on occasion will allow a Exploration Exploration
change or even cause one to stop some tremendous Squad(40), Squad(40),
Citadel(200) Citadel(200)
harm. They are rarely called by conjurers, those
Challenge Rating 2 7
few who know that they exist, because they are Treasure Standard Standard
not easily or gladly bound. They are also unable Alignment Usually Lawful Usually Lawful

96
Gallifreyan.
The person you are speaking to seems at first to be The Old Gallifreyans are the race that became the
human, however this illusion is quickly broken when she current Gallifreyans when they developed time
is shot with a crossbow bolt, changes her appearance and travel. They could not regenerate, but had far
returns fire. more formidable physical and mental qualities.
These were taken from them when it became
Gallifreyans were the first known time travelers, all too clear to the first Lord President that they
predating the first Chronomancers and even the would destroy the order of the cosmos if they were
Illithids. In fact, in their part of the multiverse, the allowed free reign through time with the abilities
Pact Primeval is not even in force, and they predate they had before.
that, too. Theirs is one of the most ancient races in
time, and the Gallifreyans themselves show signs Combat
of that long history. The average Gallifreyan lives No Gallifreyan likes to fight, even the imperialistic
past their ten Old
thousandth Gallifreyans. It
year, is a very rare
regenerating one who will
a total of even allow
twelve times someone into
as their bodies melee range,
age. This and even then
regeneration will attempt to
replaces either use their
everything but persuasive
their memory, abilities or
granting an item to
them another help them.
thousand years Time Lords
or so in the especially are
new body. quite pacifistic,
Though usually taken Time Lords of all ranks and indeed are quite arrogantly so,
synonymously, not all Gallifreyans secure in the knowledge that no force
are Time Lords. All aspire, but can breach the barriers around their
many are not suited for the academic life and Citadel. Some can, they just haven’t tried.
are either exiled or become what the Gallifreyan
culture considers menials. Only Time Lords Regeneration
may rule and only a Time When a Gallifreyan’s
Lord may legally own a current body is around
TARDIS. Without their 1000, or they are about
training, most Gallifreyan to die, they will trigger a
time capsules are either process which replaces their
too complex to operate or entire body with a new one,
simply unwilling to bear retaining memories but
an uneducated passenger. also changing personality
Gallifrey is ruled by a drastically. They usually
council of Cardinals elected but don’t always keep
from each of the colleges, their alignment. For the
who are in turn headed purposes of playing, this
by the Chancellor(usually amounts of an XP loss of
an elevated Cardinal) half their current level
and presided over by the Lord Lord President of Gallifrey +1,000 for each time they’ve
President(who may be any Time regenerated before unless this is
Lord). The Lord President is a willing regeneration. They then
invested with the full power of their millions-year- can re-roll their character at whatever level this
old culture. The Lord President is the only modern leaves them at. Forced regenerations are usually
Time Lord whose power approaches that of an Old followed by odd behavior and disorientation

97
before the Gallifreyan settles down to their new
form. They almost always look for a mirror to find
out what their new body looks like, and change
their wardrobe accordingly. Regeneration can
be triggered voluntarily, giving the Gallifreyan a
choice in what they will look like, and negating
disorientation.

GALLIFREYANS AS CHARACTERS
Gallifreyans are usually wizards or chronomancers,
with a very few warlocks. Though monks have
been known, they are few, and the renegade Time
Lords have been known to take all sorts of classes.
Gallifreyan characters possess the following racial
traits.
— -2 Strength, -2 Constitution, +4 intelligence
—Medium size.
—A Gallifreyan’s base land speed is 30 feet.
—Charm person as a spell-like ability, regeneration
5, resistance to poison and the ability to cease
breathing for up to 20 minutes.
—Racial Hit Dice: A Gallifreyan begins with two
levels of Gallifreyan, which provide 2d4 Hit Dice,
a base attack bonus of +0, and base saving throw
bonuses of Fort +0, Ref +2, and Will +2.
—Racial Skills: A Gallifreyan’s Gallifreyan levels
give it skill points equal to 5 × (2 + Int modifier,
minimum 1). Its class skills are Knowledge(All,
including psionics and temporal science),
Concentration, Escape Artist, Profession, Sleight of
Hand and Craft.
—Racial Feats: Die Hard
—Automatic Languages: Common
—Favored Class: Chronomancer.
—Level adjustment +2.

Becoming a Time Lord


A Gallifreyan usually is or is not a Time Lord.
They are sent to the academy at a young age, and
stay there until they have either passed their exams
or proved they cannot. Training for anyone other
than a young Gallifreyan is unheard of.
A Time Lord gains the following:
+2 to Intelligence
+4 to Will
+10 to all Knowledge skills, +2 to Concentration,
+2 to Escape Artist, +2 to Profession, +4 to Sleight
of Hand and +2 to Craft

A Time Lord with a TARDIS gains the ability to


speak and read all languages.

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